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Base problem *Possible resolution inside*; base does not use materials in base to build modules
Topic Started: Sep 25 2012, 07:39 PM (325 Views)
Sidewinder
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Hello,

our base suddenly quit constructing the modules we started. It says materials are not in stock, but they are. We tried starting next module but the base does not build anything anymore it seems. In our case we tried to build a bulk storage module.

I hope there is a solution to this. Thank you.
Sid.

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Grommit
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Senior Member
At default the base eats chunks of 200.

DReDD raised it too 2000 per chunk, to speed things up. If you have 1999 units, the base wont eat it until you have 2000 or more.

Could that be it?
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JUDGE-ALPHA-OMEGA
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No, had another player that had over 20,000 Ship Hull panels but they would not be used until they had the full 50,000 for a cargo module add on.
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[NOKU]_Kakashi
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[NOKU] Leader

we had a problem before that we started an upgrade in which we had plenty of the other materials but none of the basic alloys, it would only start construction when it had >2K basic alloys first.
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JUDGE-ALPHA-OMEGA
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[NOKU
 
_Kakashi,Sep 25 2012, 11:22 PM]we had a problem before that we started an upgrade in which we had plenty of the other materials but none of the basic alloys, it would only start construction when it had >2K basic alloys first.
Yea but in both these cases it is a cargo add on, and that doesn't use basic alloy. Here is the list.

50,000 Ship Hull Panels
5000 Robotics
20,000 Industrial Materials

50k of ship hull panels can be impossible since it takes 100k of storage (2 to 1 item)
Edited by JUDGE-ALPHA-OMEGA, Sep 25 2012, 11:28 PM.
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[NOKU]_Kakashi
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Only thing i can think of is cancel and restart
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Sidewinder
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Thank you all for your answers.

We always make sure to have enough basic alloy for repairs in stock. With that and the other supplies needed we can't load the full 50k of ship hull panels. So we are pretty much stuck at the moment. The only solution I can think of now would be to destroy the module where the trouble started. Restarting the whole base, I dont know... :(

Sid.

PS: If no other answer is found (and the GC forums are down) i will wait for now. I post here if some changes are made.
Edited by Sidewinder, Sep 26 2012, 07:23 AM.
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[GR]-Ezerharden
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Had the same problem, we just offloaded everything we could from our base to our barge as we offloaded the hull panels to the base. we managed to get all the hull panels on the base, but it was a real tight fit. Then when they were used up, we offloaded all the stuff off the barge back to the base. Kind of like inventory musical chairs lol.
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Sidewinder
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[GR
 
-Ezerharden,Sep 26 2012, 04:44 PM]Had the same problem, we just offloaded everything we could from our base to our barge as we offloaded the hull panels to the base. we managed to get all the hull panels on the base, but it was a real tight fit. Then when they were used up, we offloaded all the stuff off the barge back to the base. Kind of like inventory musical chairs lol.
So the base continued construction only with all 50k ship hull panels on the base?
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JUDGE-ALPHA-OMEGA
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Ok, had a player test their base by adding a cargo module, it worked fine. So if your base isn't using materials for your module build, you will likely have to abort the build and start over

To abort a module build log in to the base and type /base buildmod destroy <slot> , i.e. a cargo module on slot 4 that needed to be restarted would use /base buildmod destroy 4 then use the /base buildmod construct 4 3 again.

Thanks Zag for fixing the issue.
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Sidewinder
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DreDD worked some magic on our base and the modules that were stuck were finished. :)

Later we noticed that the ship hull panels in base had some error. We did load them on our barge, but they were not seen on barge as soon as it was docked in base. So we sold the panels elsewhere and deleted the shop entry for them in the base. Now we could bring new panels to the base and it worked again.

So my advice is: check if every setting is OK first. If the module still doesnt build try to remove the supplies that are not working, remove the id of the supplies from shop and get them to base as new cargo again.

Sid.
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[NOKU]_Kakashi
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Also to note, we started construction on a Jumpdrive mk3 and it will not cancel. We have no problem building it but just warning others that you must be sure you are building what you want before you start it cause it might not be able to be canceled. I inputted the clear code 2 times. 1 time when it was already constructing and 1 time while it was previously canceled but didnt use any materials just in queue.
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JUDGE-TOLJE
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JUDGE

Well, now you up and found something for me to fix that I can't atm as I'm at work :( (ZaG!?)
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