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[V20 Experimental] Can't start new research


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The game started counting "free lab space" differently, it seems - as "employed scientists", not "currently working scientists". That might be the cause.

Workaround solution: Have one spare lab space remaining. That means having 14 scientists instead of 15.

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The game started counting "free lab space" differently, it seems - as "employed scientists", not "currently working scientists". That might be the cause.

Workaround solution: Have one spare lab space remaining. That means having 14 scientists instead of 15.

That is definitely true. It seems that if free lab space is less than or equal to 0 "start research project" button stops working. And yes, you can have lab space in the negatives now.

Edited by B-Kun
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Thanks guys, we've identified the bug - as you noticed it only happens if your lab space capacity if full (there is a related bug where you can also hire more scientists than you have lab space for, we'll address that too).

The second part makes a bit of sense, in case someone wanted to order a bunch of eggheads a few days before the lab construction is finished.

Otherwise we will have to wait a few days after the lab is built until the scientists arrive and we can actually use the space.

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Well then fix the ugly display part but let us order scientists/engineers in advance ;)

Why can't you just trust the player to hire as much personnel as they want, as long as they fit in the living space?

This might also make sense if/when there's an option to transfer scientists/engineers to another base, so we can pool them in one base, which takes a few days, then transfer them to another base in 24h once the facilities there are ready.

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