

The bug about oil consuption being shown incorrectly in the statistics menu had already been reported. But that's not the only thing that works incorrectly after the recent "update" (which was made to fix the previous "update").
Other buildings this bug applies to:
Basically everything that isn't a part of a direct production chain.
@mich_leo Yes, please!
That, plus the option of force supply from warehouse for that same issue. In your setup other Filament Factories won't produce at full capacity, because they'll all want Coal from that single mine and there's not enough for all of them.
I've reported this bug more than once on a few different occasions and expansions. Someone tried to talked me into believing that's it's not a bug, but a feature. If that's the case, then it is an extremely annoying feature that very heavily impacts the gameplay.
I'll use the example of the Typewriters production chain, but that applies to numerous other factories as well: Litghbulbs/Filaments, Celluloid/Camphor, Sugar/Sugar Cane etc. Just from the top of my head, because these are bothering me right now in my current game.
The delivery carts from the factory prioritise the source of Lacquer to be the Lacquer Plant, but said plant is way beyond their reach, even though on the same island. So the cart waits... and waits... and waits... Eventually it decides that it may kindly go to the Storehouse to pick up the Lacquer, but until it does so the production is halted. The whole time the nearby Storehouse is completely full of the Lacquer to the point that the Chemical Plans have to stop producing.
On the first screenshot you can see the location of all the factories and the're way beyond each other's reach. On the second screenshot you can see how the production of Typewriters fluctuates over the time, even though the Storehouse is full of necessary resources.
I've been advised to move the production to separate islands. I'll gladly do that, but you'll need to double the number of islands, because this applies to all production chains. Please, do use that argument anymore, it's laughable. For now the only way to fix this, is to overproduce the desired good by A LOT. TWENTY tons per minute seems to be the minimum that does the trick, but this is not a method to constantly bypass a poorly designed feature.
I'm fully aware that posting this is pointless. The devs seem to be unable to fix the mess created by their own "update 13", so I seriously doubt that they could fix a more complex issue.
@asterix201252 Moving the production facilities far doesn't help. My Cognac production is on the one end of a large island, while the orchards are on the other end. Still the Cognac production fluctuates just like the Typewriters, so I need to overproduce by the amount to which the production drops when at its low.
The 3rd point you proposed is my favourite.
While I can confirm this is working as intended
Just like Asterix201252 above you had written "perhaps they need to review the intentions".
Needing to overproduce high-end good by 25% just to stay even is bad design. Period.
@hkkh I have the same bug. I also applies to coal consumption by the Heaters in the Arctic.
In the Docklands Import/Export menu the two top positions can't be edited. I can insert the goods into all slots, but I can't change the quantities. (Screenshot 1)
In general other such windows seem to be scaled incorrectly. In the Statistics menu the top island on the list is barely displayed, because it disappears above the top of the screen. Both bugs appear only when I scroll down and scroll back up. (Screenshots 2)
In the Palace the descriptions of the bonuses seem incomplete, as if parts of the text are missing.
In the screenshot there's just the text "Influence per module +10", without explaining module of which cultural building that would be.
(screenshot 3)
I was constructiong the Skyline Tower, everything went fine until I reached the point when Theodora reveals her true identity and I need to deliver 50 Laquer and 50 Steal Beams to save the tower. At this point the construction stuck. Clicking on Theodora's boxes did nothing, reloading game didn't help.
I demolished the Tower, the characters said their lines, the tower disappeared, but the smoke remains. In the screenshot you can see what I'm left with.
There are quite a few bugs that haven't been fixed for months or even longer.
These are the two that I had already reported:
https://discussions.ubisoft.com/topic/135071/production-carts-and-support/2?lang=en-US&_=1648993497733
https://discussions.ubisoft.com/topic/133472/skyline-tower-construction-bug?lang=en-US
Both issue still don't work properly. I would really like to be able to finally construct the Skyline Tower.
For something I haven't reported yet - echolocation doesn't show mines. I shows the location of the item I'm supposed to retrieve for the quest, but doesn't warn me about the mines. They're there, because I've lost a few ships already.
Yes, they do indeed, and it's causing serious production issues, when you have let's say an orchard and Cognac factory on the same island.
I've reported this issue a few times already in different ways for various production chains, but I keep getting a responce that this is not a bug, but a feature that works as intended. The devs refuse to alter their intentions. As a result many production chains work EXTREMELY inefficiently and apparently it's going to stay that way.
@ubi-karl I'm affraid that at this moment I'm unable to provide any additional feedback on this issue. I'm in the very late stages of the game and I haven't had that quest in a long time. I'll try to gather some more data next time when it happens.
Yes, they do indeed, and it's causing serious production issues, when you have let's say an orchard and Cognac factory on the same island.
I've reported this issue a few times already in different ways for various production chains, but I keep getting a responce that this is not a bug, but a feature that works as intended. The devs refuse to alter their intentions. As a result many production chains work EXTREMELY inefficiently and apparently it's going to stay that way.
There are quite a few bugs that haven't been fixed for months or even longer.
These are the two that I had already reported:
https://discussions.ubisoft.com/topic/135071/production-carts-and-support/2?lang=en-US&_=1648993497733
https://discussions.ubisoft.com/topic/133472/skyline-tower-construction-bug?lang=en-US
Both issue still don't work properly. I would really like to be able to finally construct the Skyline Tower.
For something I haven't reported yet - echolocation doesn't show mines. I shows the location of the item I'm supposed to retrieve for the quest, but doesn't warn me about the mines. They're there, because I've lost a few ships already.
While I can confirm this is working as intended
Just like Asterix201252 above you had written "perhaps they need to review the intentions".
Needing to overproduce high-end good by 25% just to stay even is bad design. Period.
@asterix201252 I fully agree with you. The problem is that patches are supposed to be free and DLCs cost money. So the only hope for a fix is that it'll come along with the DLC, although my hopes aren't too high.
@asterix201252 I saw point 4, but didn't ponder on it, although I should've. One of the problems with the current situation might not only the factories choosing the wrong source of resources, but also what you've mentioned. The carts CAN'T go beyond their range, at least in my games, but the still 'WANT TO', and that is creating the hiccups in production.
I'm kinda curious whether this issue is THAT difficult to fix, because not only no-one try to do that, but also I got a reply that it is a complex matter and will most likely not be change. Anyway I keep reposting this message every now and then, as long as there's still some active development on the game. Next time I might add screenshots from my Cognat production.
Anyway my current save is most likely my final playthrough of 1800. Unless they fix the major issues I'm not going to buy the upcoming DLC, which is a shame, because I genuinely love this game. But I can't give them any more money, if they can't fix their own game.
@asterix201252 Moving the production facilities far doesn't help. My Cognac production is on the one end of a large island, while the orchards are on the other end. Still the Cognac production fluctuates just like the Typewriters, so I need to overproduce by the amount to which the production drops when at its low.
The 3rd point you proposed is my favourite.
I've reported this bug more than once on a few different occasions and expansions. Someone tried to talked me into believing that's it's not a bug, but a feature. If that's the case, then it is an extremely annoying feature that very heavily impacts the gameplay.
I'll use the example of the Typewriters production chain, but that applies to numerous other factories as well: Litghbulbs/Filaments, Celluloid/Camphor, Sugar/Sugar Cane etc. Just from the top of my head, because these are bothering me right now in my current game.
The delivery carts from the factory prioritise the source of Lacquer to be the Lacquer Plant, but said plant is way beyond their reach, even though on the same island. So the cart waits... and waits... and waits... Eventually it decides that it may kindly go to the Storehouse to pick up the Lacquer, but until it does so the production is halted. The whole time the nearby Storehouse is completely full of the Lacquer to the point that the Chemical Plans have to stop producing.
On the first screenshot you can see the location of all the factories and the're way beyond each other's reach. On the second screenshot you can see how the production of Typewriters fluctuates over the time, even though the Storehouse is full of necessary resources.
I've been advised to move the production to separate islands. I'll gladly do that, but you'll need to double the number of islands, because this applies to all production chains. Please, do use that argument anymore, it's laughable. For now the only way to fix this, is to overproduce the desired good by A LOT. TWENTY tons per minute seems to be the minimum that does the trick, but this is not a method to constantly bypass a poorly designed feature.
I'm fully aware that posting this is pointless. The devs seem to be unable to fix the mess created by their own "update 13", so I seriously doubt that they could fix a more complex issue.
@ubi-nacho I'm so patient only because the game is overall exceptionally good and I WANT to play it. I hope that the devs will manage to return to the state in which the game was before "update" 13, at least that should be the minimum plan.
@ubi-theberry The recent patch 13.2 did not fix the issue. The smoke from the ruins remains in place.