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Reactor design option in tech window. There are two entries for size 1.
Fixed for v7.1
Does this (7.1 vs. 7.0.1) mean the next patch will have a DB fix?John
It will be 7.1. Some of the bug fixes will need a DB change. I hope to work on it over the weekend.
Error in RecoverSurvivorsError 3421 generated by DAO.FieldData Type conversion error
Another bug, once a fighter has been added as part of the preferred loadout of a class on the class design window, it can no longer be removed from being part of the loadout. Even if all hangar space is removed, the strike craft still cannot be deleted from the preferred loadout.
The number of minerals being sent from civilian mining complexes doesn't seem right. The amount of minerals doesn't correctly add up to the total for each packet. It rather seems that the total somehow is calculated over all civilian mining complexes: The first mining complex sends 41 tons, the 2nd one (by order of establishment) sends 7 tons, but the total reads 48, the 3rd is sending 20 tons and total reads 68 and so on. . .
Also Ceres' orbital path is classed as "Dwarf Planet" and gets disabled when unchecking the "Dwarf Planet" option in Display, but both the body itself and the name only disappear when unchecking the "Planet" option. Same goes for multiple other "Dwarf Planets" in Sol system.
I've checked this but can't replicate it. The packet sizes are being recorded in the DB correctly and displayed on the map correctly.
Abandoning a colony that still houses a team causes an infinite error loop.
Having greater than 0, but less than 1 inactive research lab, e.g. while moving them to a different planetary body, should not create events for 0.xx inactive research labs, especially since they stop auto turns.
Here's again what I'm talking about. They have to be civilian mining colonies, works perfectly fine with my own colonies. Purchase their mine output, send it somewhere and check the numbers on the mineral packets.