Thanks Flocke and thunderchero for taking the time to look into this and for your suggestions. I really appreciate the help.
While testing some more, I noticed another issue that may or may not be related to the colony management crashes.
On very large colonies, I can temporarily assign more than about 57 workers to Industry, Energy or Research.
The UI immediately updates the output values, so the additional workers appear to be accepted.
However, after leaving and reopening the colony screen, all workers above that limit are automatically moved back to the Labor Pool (Unemployed).
The same thing happens before the next turn is processed, so the increased production is never actually takes effect.
Saving and loading the game does not change this behaviour.
It happens with Industry, Energy and Research, not just one specific category.
Unfortunately, I only have one colony large enough to reproduce this (820 population), so I cannot verify whether the limit is always around 57 or depends on something else.
I've attached two screenshots:
Screenshot 1: all workers assigned to Research.
Screenshot 2: after leaving and reopening the colony, the extra workers have been moved back to the Labor Pool.
I don't know whether this is related to the crashes, but I thought it was worth mentioning in case it helps narrow down the cause.
BOTF installers 2.0.4 (released 7-5-2026)
Moderator: thunderchero
- Sacratus
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Re: BOTF installers 2.0.4 (released 7-5-2026)
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- thunderchero
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Re: BOTF installers 2.0.4 (released 7-5-2026)
in screenshot 1, 11 workers are missing? they are not shown as unallocated or any other type.
this is what I was talking about in my post;
but like I said this is a known old issue, but think more related to saved game myself since it is so random.thunderchero wrote: ↑Fri Jul 10, 2026 3:56 pm example; they would set food to 6 pop go to a different system then come back to the system and food would only have 4 allocated. then when hovering over to fix game would crash.
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Re: BOTF installers 2.0.4 (released 7-5-2026)
no, that's a different issue, very well known and existing for all time BOTF existedthunderchero wrote: ↑Fri Jul 10, 2026 6:21 pm in screenshot 1, 11 workers are missing? they are not shown as unallocated or any other type.
this is what I was talking about in my post;
when you assign more workers than can be handled by the tiniest UI elements, then the excessive workers are dropped and appear unaassigned again as soon you re-enter the system, because when BOTF loads the system again, it tries to assign one little bar for each of the workers but this obviously is limited
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Re: BOTF installers 2.0.4 (released 7-5-2026)
Additional information:
I had another crash using the same savegame.
This time it happened in the Tactical Combat screen, not in Colony Management.
Steps:
Combat started normally.
The camera rotated around the battlefield as usual.
I selected my Starbase.
I moved the mouse to click the Attack popup/button.
The game crashed before I could issue the attack command.
I don't know if this is related to the missing workers issue, but both problems occurred in the same savegame.
I had another crash using the same savegame.
This time it happened in the Tactical Combat screen, not in Colony Management.
Steps:
Combat started normally.
The camera rotated around the battlefield as usual.
I selected my Starbase.
I moved the mouse to click the Attack popup/button.
The game crashed before I could issue the attack command.
I don't know if this is related to the missing workers issue, but both problems occurred in the same savegame.
- thunderchero
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Re: BOTF installers 2.0.4 (released 7-5-2026)
if repeatable attach saved game for testingSacratus wrote: ↑Sun Jul 12, 2026 10:10 am Additional information:
I had another crash using the same savegame.
This time it happened in the Tactical Combat screen, not in Colony Management.
Steps:
Combat started normally.
The camera rotated around the battlefield as usual.
I selected my Starbase.
I moved the mouse to click the Attack popup/button.
The game crashed before I could issue the attack command.
I don't know if this is related to the missing workers issue, but both problems occurred in the same savegame.
