View Full Version : Igloo warehouse is bugged
Mindslayer
20.12.21, 03:15
Workers ignore the Igloo warehouse and move on to the next storehouse available. I attached a screenshot showing the path the workers will take to the next warehouse and ignore the igloo warehouse.
Its exactly the same problem as the last new storehouse (longboat), my settlers refuse to have anything to do with it.
There is no point in any of these "new" stores unless they are to be fixed soon!
Doesn't fit anywhere anyway. Just remove it, it's ugly in between the regular buildings.
Mindslayer
21.12.21, 01:46
Doesn't fit anywhere anyway. Just remove it, it's ugly in between the regular buildings.
I don't mind where it is or how it looks. At least I am getting the bigger storage so it's doing some of its intended purpose.
If you are after the most storage possible then igloo warehouse is not what you should buy
Mindslayer
22.12.21, 02:04
If you are after the most storage possible then igloo warehouse is not what you should buy
If you are referring to Improved storehouses, I have a bunch already. Really just wanted bigger storage right where my standard storehouses were and the igloos fit that bill.
i think both have the same issue, that they are mislabeled in the database (probably copied the wrong thing as the base for the longboat and igloo one) and so it has storage but no pathways will connect to em
As storehouses go, that is a big issue as long walking can increase your production times by a lot due to the (double) walking distance time - It should be a fairly easy fix when they get to the bottom of the bug list :P
BB_Trafffer
03.01.22, 14:08
Thank you for the reports. I forwarded this to our development team.
The igloo storehouse has another bug : I can issue the MOVE command on it, and can select a move-to location. But the action never takes place. So, after a few seconds, the building footprint disappears, and all is back to the previous state.
well, it is not much of a bug. Mostly that you can innitiate the action.
The fact that it can;t move is in line with all storehouses so cant really be seen as a bug. The fact that it innitiates the interface is, but as nothing happens, it is more an interface bug that can be moved somewhere to the bottom of the list as it has zero game impact
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