New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Transferring Agents with a Full Alien Containment refuses the transfer #370

Open
FilmBoy84 opened this Issue Apr 10, 2018 · 4 comments

Comments

Projects
None yet
2 participants
@FilmBoy84
Contributor

FilmBoy84 commented Apr 10, 2018

For some reason if you are transferring agents from one base to another and either the sending or receiving base has a full alien containment, the transfer is refused even if living space is available

Agents DONT use Alien Containment to live in ;)

https://youtu.be/j3oZRBJoI94

@FilmBoy84

This comment has been minimized.

Contributor

FilmBoy84 commented Apr 10, 2018

The issue also appears to apply to store items and equipment transfers as well!

@FilmBoy84

This comment has been minimized.

Contributor

FilmBoy84 commented Oct 11, 2018

Problem persists as of 11th/10/2018
Alien containment not even full!

image

@MurphyDavid

This comment has been minimized.

MurphyDavid commented Oct 12, 2018

From a quick look at the code....

When any transfer is done it checks everything even if it's not affected by the transfer.

transferscreen.cpp, line 293

`
if (vecChanged[i] || forceLimits)

		{

			crewOverLimit = b.second->getUsage(*state, FacilityType::Capacity::Quarters,
			                                   vecCrewDelta[i]) > 100;

			cargoOverLimit = b.second->getUsage(*state, FacilityType::Capacity::Stores,
			                                    vecCargoDelta[i]) > 100;

			alienOverLimit = b.second->getUsage(*state, FacilityType::Capacity::Aliens,
			                                    vecBioDelta[i]) > 100;

			if (crewOverLimit || cargoOverLimit || alienOverLimit)

			{

				bad_base = b.second->building->base;

				break;

			}

		}

`

it could set flags for whether there's been any transfer of a particular type. Alternatively any measure that prevents over-filling of alien containment should solve it.

@FilmBoy84

This comment has been minimized.

Contributor

FilmBoy84 commented Oct 12, 2018

Logically, we only want to do checks for what is transferred with regards to space/money/effect on organisations/etc.

This should be updated every-time an item or item type is modified by the user

Not sure if that's easy to work your magic on though?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment