Author Topic: Pickup failed: couldn't load None from celestial_body_name?  (Read 2681 times)

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Offline Stormtrooper (OP)

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #15 on: January 03, 2021, 05:30:56 PM »
But how is it possible? I see the popup, I notice my ship already leaving the planet empty, then I notice minerals being there. Since it's the only ship all minerals mined before it arrives are going to stay in planetary stockpile, waiting for this very ship to pick them up.
 

Offline Zerkuron

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #16 on: January 03, 2021, 05:55:51 PM »
I got this error too. I tried to pick up "all minerals" while my cargohold was full with construction factories. Maybe you have some installations in your cargoholds?
 

Offline Steve Walmsley

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #17 on: January 03, 2021, 06:45:50 PM »
The "Unable to load" event for minerals will happen in four situations:
  • There are no minerals to pick up.
  • There are no minerals to pick up above a set reserve amount.
  • There is no space in the cargo hold
  • There are no cargo shuttles
What does the cargo line in the fleet summary say?
 

Offline Stormtrooper (OP)

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #18 on: January 03, 2021, 07:42:13 PM »
Ok I have one very important question: Can "load all minerals" order fail if there aren't some types of minerals present because the planet doesn't contain all of them?
 

Offline Droll

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #19 on: January 03, 2021, 08:01:39 PM »
It should not fail, if it does thats a bug
 

Offline Twilight Sentinel

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #20 on: January 03, 2021, 08:12:28 PM »
Quote from: Stormtrooper link=topic=12243. msg145804#msg145804 date=1609716656
But how is it possible? I see the popup, I notice my ship already leaving the planet empty, then I notice minerals being there.  Since it's the only ship all minerals mined before it arrives are going to stay in planetary stockpile, waiting for this very ship to pick them up.
Maybe you got the order of operations wrong?  Did you unload your cargo hold first, then pickup minerals after?  Alternatively it could be that the minerals were added after your freighter arrived, since the game only calculates resource generation after ship movement is calculated.
 

Offline Stormtrooper (OP)

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #21 on: January 03, 2021, 08:17:15 PM »
Well I'll try to check it, maybe you're right. What is default resource generation tick?
 

Offline TheTalkingMeowth

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #22 on: January 03, 2021, 08:54:23 PM »
Well I'll try to check it, maybe you're right. What is default resource generation tick?
Five days (well, not exactly).

What actually happens is the game records the last time a "construction cycle" was processed. In the next turn that ends more than 5 days after the last construction cycle, everything is processed according to how long it's actually been since the last cycle.

So if you are 4.9 days after the last cycle, then you do a 30 day turn, the cycle will cover 34.9 days.
 

Offline Stormtrooper (OP)

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #23 on: January 03, 2021, 09:10:24 PM »
So does this essentially mean that no matter the increments, if 5 days in total passes mining gets updated?
 

Offline Squigles

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #24 on: January 03, 2021, 09:30:41 PM »
Yes. . . and no.

If at least 5 days have passed, mining (and everything else that occurs on a construction tick) gets updated.  It doesn't mean it gets updated every 5 days though.

As an example, lets say you have a colony you want to collect minerals from.  That colony produces 12k minerals per year.  That's roughly 33 per day.  You automate a freighter to go to the colony and collect the minerals than return somewhere else and dump them.  The freighter makes the full round trip in 11 days.  Colony starts with 1K minerals.

You queue up all the orders, and run a 30 day tick.  Five and a half days in, the freighter shows up and takes the 1K minerals on the planet.  It only takes 1K and nothing else because the construction tick doesn't happen until the end of the interval you ran, even though more than 5 days have passed. 

11 days (16. 5 from when you started) later it comes back to the colony.  There is nothing to collect, the tick hasn't happened yet.  Freighter cries in the corner that there is nothing here.  Another 11 (27. 5 total) days later, still nothing on the colony, no construction tick, another failed collection.

Finally, another 2. 5 days later, the selected interval ends.  Your freighter is halfway between source and destination, with jack diddly onboard.  The colony processes it's 30 days of mining and vomits out just a fuzz under 1K minerals onto the colony.

It's entirely possible this is what's going on if you're running an extremely short route.  If this is the case you have a few options. 

1. Develop a much smaller freighter for this route that won't empty the colony in a trip. 

2. Develop a much much slower, more fuel efficient freighter for this route. 

3. Add a delay in the cycling orders of your current freighter.

4.  Use the load minerals until full order.

5.  Run 5 day intervals exclusively.

Personally I'm an absolute freak for efficiency, so I don't think I've ever processed a 30 day interval in over 100 years due to the fact that if a construction job finishes during the interval, the next job in the queue won't start until the construction tick processes and the job actually finishes.  So if your job finishes in 10 days and you run a 30 day tick, your factories just took a 20 day smoke break.
 

Offline Droll

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #25 on: January 03, 2021, 09:35:40 PM »
Personally I'm an absolute freak for efficiency, so I don't think I've ever processed a 30 day interval in over 100 years due to the fact that if a construction job finishes during the interval, the next job in the queue won't start until the construction tick processes and the job actually finishes.  So if your job finishes in 10 days and you run a 30 day tick, your factories just took a 20 day smoke break.

Which is why I set my production increment to 1 day. It works quite well actually.
 

Offline Stormtrooper (OP)

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #26 on: January 03, 2021, 10:53:59 PM »
Thanks a lot for the detailes explanation. I'm 99% sure that's exactly the case, especially given how I encountered the same problem early game with moon, 30 days increments and Earth-Moon distance paired up couldn't end in any different way.

And I guess I'll pass on using anything below 30 days still, because performance. 5 days tick takes pretty much same amount of IRL as 30 days tick for me.
 

Offline db48x

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #27 on: January 04, 2021, 08:36:00 AM »
The "Unable to load" event for minerals will happen in four situations:
  • There are no minerals to pick up.
  • There are no minerals to pick up above a set reserve amount.
  • There is no space in the cargo hold
  • There are no cargo shuttles
What does the cargo line in the fleet summary say?

Steve, since Aurora obviously knows which of those conditions is the cause, could you make it output four different variations on the log message?
 

Offline Twilight Sentinel

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #28 on: January 04, 2021, 03:44:21 PM »
Quote from: Stormtrooper link=topic=12243. msg145828#msg145828 date=1609736039
Thanks a lot for the detailes explanation.  I'm 99% sure that's exactly the case, especially given how I encountered the same problem early game with moon, 30 days increments and Earth-Moon distance paired up couldn't end in any different way.

And I guess I'll pass on using anything below 30 days still, because performance.  5 days tick takes pretty much same amount of IRL as 30 days tick for me.
One thing you can do to avoid this problem for shipping around minerals within a system is to use mass drivers instead of freighters.   Each one can send 5k minerals per year and only one is needed to receive an infinite amount of minerals.   They don't cost anything once they're finished or require workers.   Just make sure you don't remove the last mass driver from any destinations.
 

Offline Droll

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Re: Pickup failed: couldn't load None from celestial_body_name?
« Reply #29 on: January 04, 2021, 04:05:10 PM »
Quote from: Stormtrooper link=topic=12243. msg145828#msg145828 date=1609736039
Thanks a lot for the detailes explanation.  I'm 99% sure that's exactly the case, especially given how I encountered the same problem early game with moon, 30 days increments and Earth-Moon distance paired up couldn't end in any different way.

And I guess I'll pass on using anything below 30 days still, because performance.  5 days tick takes pretty much same amount of IRL as 30 days tick for me.
One thing you can do to avoid this problem for shipping around minerals within a system is to use mass drivers instead of freighters.   Each one can send 5k minerals per year and only one is needed to receive an infinite amount of minerals.   They don't cost anything once they're finished or require workers.   Just make sure you don't remove the last mass driver from any destinations.

Doesn't work when the minerals need to be shipped across Jump Points but good idea for in-system mineral transport