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Thankme
12.12.13, 06:05
Having an issue with the Move Building command

On first attempt, it said my build queue was full, so i waited

When i slot became available i tried again, its just greyed out, and no mouse over message

Refreshed, and tried again, same result :(

Have also just tried the usual, clear cookies and cache on firefox, with the same result

Fexno
12.12.13, 06:53
At the moment the move building option has been disabled completely.


http://static.cdn.ubi.com/0034/archive/Forum_int/Pictures/2013_12_10_geb_move.pngMove buildings:
The function was deactivated on short notice due to a critical bug that could lead to locked zones.
We are working on an hot fix and we will keep you posted.

unundead
12.12.13, 08:41
After the update on 12th Dec,the button of moving building is not available like this
http://forum.thesettlersonline.com/attachment.php?attachmentid=5689&stc=1&d=1386837449
I have re-logined already,but it is not work.

eugenio-82
12.12.13, 09:37
SAME AS ABOVE!!!!plus xmas collectibles doesn't shown up yet , is that normal?

Fexno
12.12.13, 09:48
Hi eugenio-82,

if you read the post before unundead you'll see the reason why you can't move buildings.
For the collectibles you can read this thread: http://forum.thesettlersonline.com/threads/26590-Christmas-event-collectibles

Ozzymandeus
14.12.13, 00:38
Whilst I realise this function was disabled to prevent a bug that resulted in people being locked out, now that many people have bought new buildings, with presents and so forth, it is starting to cause a significant degree of frustration at not being able to move things around to accommodate new purchases efficiently.

The fact that new threads are continuing to crop up about this is a testament to the fact of how badly publicised the disabling of a critical function was. Such a decision should have been announced in a News item on the front page as it is certainly a more relevant and noteworthy piece of information to the players on this server than, for example, the "Wedding Bells in TSO" item last month.

Correct me if I am wrong, but it is my understanding that a script runs every day to clear any lockouts. Assuming that is correct, I would suggest that if the fix necessary to reactivate the move function permanently is not imminent that it should be temporarily activated for an hour or two before that script runs to allow people to attempt to rearrange their islands, whilst ensuring that, should they get affected by the bug, they are only locked out of the game for a short while.

Brankovics
14.12.13, 01:46
Hm. Rearrange a whole island is not an everyday task, so moving building is not an essential option, imo. If that is inavitably necessary, there had to be some of its symptoms long before. And, if an economical system could somehow work so far, will continue work for a while, probably few days or a week. Maybe a little uncomfortable, but it is just pointless activate a potentially bugy option, even for a certain duration. That time for testing in wild, is it really bugy, or what?
On other hand the newly purchased buildings (deeds) are mostly can be demolished and rebuild without extra costs.

Ozzymandeus
14.12.13, 04:58
Hm. Rearrange a whole island is not an everyday task...
On other hand the newly purchased buildings (deeds) are mostly can be demolished and rebuild without extra costs.
Who said anything about rearranging a whole island? ...and whilst moving even a few buildings is not an everyday task, events where extra limited buildings, such as recyclers, are made available are not everyday occurances either.

Yes, deeds return to star, effectively enabling you to move those buildings by dismantling and rebuilding. However, they do lose any upgrades in the process, some of which can be quite expensive, as can moving them after they have been upgraded to high level, so it is best to place them in the best possible position before those upgrades take place, a process which frequently involves moving other buildings out the way, some of which may not be deeds.

Lockouts are not a new problem, neither is moving buildings being one of the causes (which is why we got a cooldown period between moves implemented recently, or so I have been told), but one could make a strong argument that the early stages of an event of this nature, when most 'enthusiastic' players will be working hard to get the new buildings, is the worst possible time to disable this function.

Whilst I have been hit by a lockout twice before myself, neither time was it, in any way, related to moving a building, neither have I spoken to anyone in game that moved a building and got locked out. I have, however, spoken to people such as one of my guild mates, who can only ever choose to place one silo per day due to that process instantly causing a lockout for him every time, whereas both of my crashes occurred before I even owned one silo and I have successfully placed over thirty of them since then with no incident, and even moved some of them around (which is another thing that has been known to cause problems), and neither has moving anything else around caused this error for me.

Therefore, it occurs to me that certain players (or rather their computer, operating system and/or browser) are more prone to certain causes of this bug than others. Whilst you may think it is pointless and, if my idea were to be implemented, you would be free to choose not to take the risk. However, at the moment, those of us that would like to try have simply had it taken away because of a bug that might cause us problems, even despite a track record which suggests it won't.

Still, nothing will get done now until Monday at the very earliest, which means we should probably count ourselves fortunate if they return the move function to us at the next maintenance and even more so if they actually bother to tell us it's been fixed... maybe we'll get more photos of German players getting married instead... who knows?

Larili
14.12.13, 12:38
Whilst the work around of the timer was working reasonably well before event, there appeared to be an even more serious lock out bug when the movement of buildings function was combined with the Christmas event on test, resulting in many players being locked out for over a week, ( I'm sure the normal script was tried and failed to resolve the issue for those players). A permanent fix is already under going its second period of testing on test, but rather than rush an untested `fix' onto live, with the possible repeat of `serious' lock outs occurring during such a time of both an event and the Christmas one at that, I think it was a wise decision to play safe and remove the function temporarily whilst the fix is well tested.
When I first started playing we had to demolish buildings and rebuild in order to move them, so even if it takes the full three weeks of the event without this function, I am grateful that we have had this function implemented and will have it again at some point. If it means I have to keep my new purchases in my star till the event is over, so be it, I've been `locked out' and it is not a nice feeling logging on the next day and wondering if your game is `finished', worth thinking about ;)

Ozzymandeus
14.12.13, 13:39
Whilst the work around of the timer was working reasonably well before event, there appeared to be an even more serious lock out bug when the movement of buildings function was combined with the Christmas event on test, resulting in many players being locked out for over a week, ( I'm sure the normal script was tried and failed to resolve the issue for those players). <SNIP>

Ah... I wasn't aware that the lockouts this caused were more severe than those previously reported. Thank you for taking the time to explain. However, whilst the reasons for removing it are justifiable, the poor communication of them to the player base really isn't.

Mandy42
14.12.13, 13:40
Can I just say as a newbie at levl 34, I am finding it a pain. I have a few building that are not doing well and need to move things, While i could read through all the threads i actually dont want to, beacuse while i am on here getting annoyed Iam wasting time where I can be playing the game. So im sorry if this is blunt, but ask yourself this, do u want your players to find something else to fill there time while they can not do what they want on the game or be on the game " not on the forum". I know what i would like to do. but I also have a flat to decorate over the holidays as i dont celebrate christmas. so at the moment its decorate or play. before i came on here to let you know i have been stripping the paper off the walls. so please help me out and fix the bug soon. I really dont want to be decorating all week. cheers. xxx

SmurfAsH
14.12.13, 13:45
Feel free to join the testserver (http://www.tsotesting.com/en/homepage) and contribute to fix the bug..

Mandy42
14.12.13, 13:54
I havent got the time to play both at the moment as getting my own island sorted is more important for the guild i am in. I have done the test a few times. Also that will not help if i am unable to move thing around, In my eyes the test page is to keep us happy when things are being fixed on main server. I play the test to help the devl out and to get a insight in a higher level and how i can use the expereience on my own iseland. Is the move button not going to be available all throught the holidays? if so then we defo have a problem. Building will only work there best if they are placed were they can perform there best and after all we all are still learning, at levl 34 im finding it a pain, so what do u think the lower levels are thinking. they will get bored. sorry, been here before. I could do with a silo if you are feeling in the giving mood. lmao. :) :) xx

Ozzymandeus
14.12.13, 15:48
Feel free to join the testserver (http://www.tsotesting.com/en/homepage) and contribute to fix the bug..

And there was I thinking that the whole point of having a test server was to fix these kinds of problems before they go live.... *eyeroll*

But seriously, I would use the test server a whole lot more if I didn't have to click through all those [ removed ] quests again... and again.. and again... every time there is a reset... it's a pain in the backside and really puts me off logging in there.

Larili
14.12.13, 20:44
But seriously, I would use the test server a whole lot more if I didn't have to click through all those [ removed ] quests again... and again.. and again... every time there is a reset... it's a pain in the backside and really puts me off logging in there.

Oh I so feel your pain ;) , to add insult to injury, the quest line is playing havoc with several game functions at the moment, and I gave up after a couple of hours, my thoughts were going well beyond PEGI 7 :rolleyes: However I have once again moved buildings all over the place and had no lock outs, my poor silo settlers have had to work fields from very unusual places, only for me to move them again somewhere else while they are on route...they are actually volunteering to join the recruits now and a que is forming outside the barracks :D well it would if I hadn't moved it :)
We have all seen stuff rushed through test, despite very vocal misgivings from those that test, seemingly to appease feelings on live, and we have all suffered the consequences of this. I am hoping that this second week of testing this bug fix ( there were still zone lockouts during the first week ) is a sign that someone in BB has seen the light and thinking more long term. I understand not everybody will be happy about this, but I hope they can see why a little inconvenience may be beneficial in the long run....If not I thought I would just remind them that the lock out on test was not reversed by script, but by a wipe, like some of the original `zone lock outs ' on live, bye bye island ::skull::

Glavo
15.12.13, 11:39
I just want to write down about the same problem as I found it in thread here. It keeps getting on my nerves for several days.

Gytha_Ogg
15.12.13, 12:27
While it may be a small inconvenience being unable to move buildings I would much rather the developers take their time and sort it for good than rush through a fix that may or may not work.

It doesn't really matter that a building isn't in optimal position for a few days or weeks, and like I always say in Help chat if you really need to move a building the demolish rebuild option is always there, it's how we used to do it. Cost of losing upgrades is irrelevant if you feel it is imperative that a building be moved.

eugenio-82
16.12.13, 08:40
ok ... will still don't know for how long the " moving option" will be disabled,more than 30days already passed ,
c'mon ...when u will let us know something BB???just bought the new provision .....u block the game during an event...we need that option !
at least let us know when will be fixed....or how we can help....

ps someone still remember the PVP thing? why keep add feature to the game when otherwise ...we have a stronger army if can't fight eachother?

Larili
16.12.13, 14:30
ok ... will still don't know for how long the " moving option" will be disabled,more than 30days already passed ,
c'mon ...when u will let us know something BB???just bought the new provision .....u block the game during an event...we need that option !
at least let us know when will be fixed....or how we can help....

ps someone still remember the PVP thing? why keep add feature to the game when otherwise ...we have a stronger army if can't fight eachother?

I think your clocks are running a little fast ;) The move buildings button was disabled at the start of the Christmas event,and I can only open day `five' of my Event Calendar. ( The timer work around, a few maintenance's before that, which might make up your 30 days, but you could still move them ;) ) As for helping go to test site and play musical chairs with silos, RPH and any other building you fancy and try to `proof' the current fix.
PvP is another thread ;)

fisho1
17.12.13, 02:42
Thank you BB for sorting out the moving of buildings, since it was taken away, I have only had server crash once, that's 5 days of great game play, before it was removed, I was re logging in about a dozen times a day.

unundead
17.12.13, 09:22
Hi eugenio-82,

if you read the post before unundead you'll see the reason why you can't move buildings.
For the collectibles you can read this thread: http://forum.thesettlersonline.com/threads/26590-Christmas-event-collectibles

When the BUG be fixed?

Yperellanios
18.12.13, 00:15
Yeah an update would be nice

Dorotheus
18.12.13, 00:28
Asking when a bug will be fixed is the same as asking "What will I be having for breakfast in fifty years time"

rollingstones
18.12.13, 09:02
I need the move building tools to get some space for my new Fairy tails Castlle, please fix move building tool

Yperellanios
18.12.13, 10:15
Asking when a bug will be fixed is the same as asking "What will I be having for breakfast in fifty years time"
Is it really? Because I think someone is working on a fix already, if not have already completed it. If you can't provide a helpful reply don't even reply please. Thanks

Wreckless-
18.12.13, 10:24
I think it will be solved after tomorrows update. I'm even betting some gems on it ! ! !

Vodkat
18.12.13, 12:39
posted on the homepage it will be reactivated 2moro.

Dear Settlers,
A friendly reminder that this week we have the last maintenance for 2013.
Worlds: All (1-3) closed
Start: Thursday, December 19th at approx. 00:15am GMT
End: Thursday, December 19th approx. 06:00am GMT
Adventures & Premium: Time will be extended
Guild quests: Will be reset
Move buildings: The function will be reactivated

Larili
18.12.13, 12:48
I think it will be solved after tomorrows update. I'm even betting some gems on it ! ! !

The reports ( or lack of them) from test do seem to indicate that progress has been made. However, I'm still somewhat nervous, I would have liked a quick test in event conditions if they were going to release the fix next maintenance, as I'm not convinced there is not still a side issue with the RPH and some other limited buildings based on recent forum posts and in help chat. I'll be holding my present purchases in star anyway until closer to the end of the event, ( I can't play properly over Christmas week anyway ) I hope you got good odd's Wreckless :)

BB_Ravel
18.12.13, 13:00
The feature will be reactivated during tomorrow's maintenance, guys.
Everything appears in good shape on the other versions where the fix has been implemented. :)

Thank you all for your patience!

Ravel

eugenio-82
19.12.13, 10:17
Finally!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!

Thx ;)