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| | |-+  Lander problem UQM 0.3
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Author Topic: Lander problem UQM 0.3  (Read 1639 times)
Colin VanAssche
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Lander problem UQM 0.3
« on: November 18, 2003, 01:26:52 am »

After the first little radioactives mission and the moonbase cleanup, I believe I accidentally sold my lander, and when I bought it again, I went to mars, and I found my lander has zero storage units. It shows one bar for the mineral display, and i can't pick anything up! I tried searching bugzilla, and nothing related to this was put up, and the forum, I have yet to find anything about this.
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Nic.
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Re: Lander problem UQM 0.3
« Reply #1 on: November 18, 2003, 02:25:38 am »

I can reproduce your situation by selling all of my cargo bays.  At that point, your flagship has zero cargo carrying capacity and the landers will represent the same.

To fix, head back to the starbase and purchase a cargo bay for your flagship.  You should always have at least one aboard, at least until you decide that mining is for wimps and start hunting alien starships for your RUs Wink
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Death 999
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Re: Lander problem UQM 0.3
« Reply #2 on: November 19, 2003, 07:28:02 pm »

Hey, shouldn't each lander be capable of holding minerals as well? Just because you brought it up to the ship doesn't mean you need to unload it. Of course, you'd have ultra-pathetic capacity (50, or 100, instead of 500) but it would make a little more sense.
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Nic.
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Re: Lander problem UQM 0.3
« Reply #3 on: November 19, 2003, 07:52:53 pm »

We know next to nothing about how the landers work (only that they go "pop!" when damaged enough) but considering that they will only haul up as many minerals as you have room for in your cargo bays, I'd presume that each "dot" is actually an empty container loaded onto the lander from the cargo bays.  Between trips, the containers are unloaded from the lander and placed back in the cargo bays.  i.e., cargo bays are useless without landers, and landers are useless without cargo bays.

The only flaw in this argument is that cargo capacity is not diminished when one loses a lander, but if we assume that the cargo bays have limited manufacturing capability, in order to replace containers lost on the surface when your landers go "pop!", then I'd think the game behaviour is entirely consistent.
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