Title is a bit cumbersome, so will try to break it down ...
If you have a constructor ship that has multiple constructor modules, and you take it to a starbase to upgrade that starbase, but that starbase has only one available upgrade, the entire constructor (all of its modules) will get consumed making that one upgrade. There's no constructor left to move to upgrade another starbase.
This is inconsistent with the fact that if you have a constructor ship with multiple constructor modules, if you take it to a starbase that has more than one available upgrade, you can upgrade one module on the starbase, and the constructor will still remain (with one module consumed) that you can then eject from the starbase, move to upgrade another starbase or build a new one or shipyard, etc.
If there are unused constructor modules, the ship still exists and can be "ejected" from the starbase in the same way as you eject a ship from planetary orbit.
NOT if you use one to build an upgrade to a starbase if its the only upgrade available. The constructor entirely disappears no matter how many modules it still has.
That sounds like a bug to me as I've never seen that happen. And I use a LOT of constructors.
It's one of the earliest bugs we noticed when we started playing. Try using a multi-module Constructor to build a Shipyard. Constructor is then totally gone even if it should have 4 out of 5 modules left.
You have to use up 4 of its modules first by doing random Starbase upgrades, THEN go lay the Shipyard where you want it. Very annoying.
It happens 100% of the time if your starbase has only one available upgrade. If you use constructor with multiple modules available to build that last upgrade for the starbase, the entire constructor disappears even though it should have its modules left.
it'd be good to share a save where this is about to happen
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