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81
Image Enhancements / Re: Ribbon Set: All 72 Medal Conditions - CSV Included v1.7
« Last post by Walter on August 04, 2025, 12:13:51 PM »
When attempting to use this medal .csv I get the following error upon import: 2.5.1 Function #175: D:\Aurora 4x\Medals\57.png

I have no idea what this is or how to fix it, the 57th medal image is there, and seemingly the spreadsheet properly references it. If I remove the line requiring 57, it then gives the error as 39, and so on. Something is not working as designed, and I am not smart enough to know what to do to fix it.

Upon restarting Aurora the new error I am receiving is: 2.5.1 Function #175: Input string was not in a correct format.

I encountered a similar error.
Since my method of fixing computer stuff is "FAFO" (not smart enough for actual debugging) I then copied the numbered *.pngs from this pack into the Aurora251/Medals folder to keep Steve's named *.pngs company and whaddaya know? - then it worked.
The location of the .csv seems irrelevant as long as you can point Aurora to it.
Your mileage may vary, as I never got to the "not in a correct format"-stage. - If it doesn't work, maybe try and recover an old save or worst case start a new game.

Best of luck.
82
Custom Ribbon Maker / I really Like Ribbon Maker!
« Last post by 2hard2bhit on August 01, 2025, 08:49:05 PM »
I really enjoy using Ribbon maker to create my own military style ribbons. I also like the fact that I can save them to my computer and create my own ribbon rack image to save for later and use on anything I want.
83
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by MinuteMan on August 01, 2025, 04:22:42 PM »
Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.

The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.

I just tested with 2.5.1
New game, changed no settings.
Enabled SM.
System view
Start hitting regen min.
And as soon as a ruin appears it will always be a ruin.
Sometimes the type of ruin changes, but it seems to stay a ruin.
No additional colonies were made.

So is this a bug or WAI?
84
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by db48x on August 01, 2025, 12:05:53 PM »
I'll take a page from quantum mechanics and only generate the ones the player actually looks at.

In fact, if you subscribe to the 'the universe is a simulation' theory, that is probably how quantum mechanics was designed, to cut down on file size :)

Just an aside, but that’s a common misunderstanding of quantum mechanics. No quantum interaction needs a person around to observe it before it happens. Quantum experiments often talk about what is “observable”, or even mention “observers” and “observations”, but they don’t mean a human is watching things. All they mean is that the interaction has a measurable effect, and that measurement involves _any_ interaction between particles. That interaction could just as easily be with a stray radio wave passing through your experiment, or a cosmic ray, or a random particle from the environment, etc, etc. Quantum experiments are usually very noisy. They are repeated many times per second, and the results that don’t match the expected values are discarded or counted separately. This is why the apparatus is often so complicated; putting the experiment in a vacuum, chilling it to extreme temperatures, trapping individual atoms in beams of light, all of that is designed to decrease the noise and increase the number of successes that you get.

But no one will mind if the game doesn’t bother to calculate things before they are really needed.
85
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on August 01, 2025, 11:53:52 AM »
...the upcoming 2.6 changes to civilian shipping might eliminate these issues anyways for all I know, so this all may be unnecessary speculation.

Unless I am missing something, the 2.6 changes might slow down civ shipping growth, but it doesn't put a cap on them, and it doesn't fundamentally change that an idle civ ship will look for jobs every increment.
So it seems like it might defer the problem until later in a given game, but it won't eliminate it.
86
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on August 01, 2025, 09:27:56 AM »
I **think** that a large proportion of the game slowdown caused by Civ Shipping Lines is caused specifically by Civ ships looking for a route to take but failing to find one.

When a civ ship can not find a route to take, the ship sits idle and checks for a route again in the next increment.
If all civ ships are busy and then one fails to find a route, chances are that more ships will fail to find routes as they finish their current runs.
If a large number of civ ships are all checking for routes in every increment, and if the route-checking algorithm takes non-trivial processing time, then we end up with a big chunk of processing  time being used for this during every increment.

Anecdotally, I notice that civ colony ships are idle far more often than freighters. This is true for my own empires, and also for NPRs (on the occasions that I have needed to examine them).

Suggestion:
In the code that checks for available routes for civ colony ships, if a ship fails to find a route, skip the check for any other idle ships at the same location and of the same or larger size.

Assuming that you are correct about this logic (and Steve only knows for sure), I wonder if it might make sense to shift from civilian ship-based logic to contract-based logic.

That is, instead of each civilian ship looking for a contract or job to fulfill, each contract or job looks for an available civilian ship to fulfill it (here, a "job" includes non-contract things civilian shipping can handle such as trade and automatically moving colonists). If there are no jobs, then civilian shipping remains idle.

I suggest this in part because the way contracts work is a bit odd, since the civilian logic will usually fulfill only one contract at a time. If I have infrastructure delivery contracts set up for 3 different colonies, for example, the civilians will prioritize filling one colony at a time when I might prefer an even distribution. Job-based logic would allow cycling through available contracts to achieve this.

That said, the upcoming 2.6 changes to civilian shipping might eliminate these issues anyways for all I know, so this all may be unnecessary speculation.
87
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on August 01, 2025, 09:19:49 AM »
I **think** that a large proportion of the game slowdown caused by Civ Shipping Lines is caused specifically by Civ ships looking for a route to take but failing to find one.

When a civ ship can not find a route to take, the ship sits idle and checks for a route again in the next increment.
If all civ ships are busy and then one fails to find a route, chances are that more ships will fail to find routes as they finish their current runs.
If a large number of civ ships are all checking for routes in every increment, and if the route-checking algorithm takes non-trivial processing time, then we end up with a big chunk of processing  time being used for this during every increment.

Anecdotally, I notice that civ colony ships are idle far more often than freighters. This is true for my own empires, and also for NPRs (on the occasions that I have needed to examine them).

Suggestion:
In the code that checks for available routes for civ colony ships, if a ship fails to find a route, skip the check for any other idle ships at the same location and of the same or larger size.
88
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on August 01, 2025, 09:05:21 AM »
Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.

The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.
89
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by MinuteMan on August 01, 2025, 08:59:49 AM »
In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

You need to expand on this a bit.

Meanwhile, for what I know, ruins do not get triggered by the Regen Min, same goes for the construct.
Ruins get generated along with random construct only at a body level using the Create Ruin button.
If a ruin or a construct is in place, by using the same button you will remove them instead.

So far everything is working as intended, hence my need for more info, as it seems to me that you may have encountered different outcomes.

After clicking "regen min" multiple times (maybe 20 times), I noticed that I suddenly had 5 ruins and 2 dormant constructs.
I have a 30% change for ruins. I saw the ruins appear after clicking "regen min" and they were persistent when I kept clicking 'regen min'.

90
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on August 01, 2025, 08:59:36 AM »
At some point - not likely to be soon - I will probably create topographical maps of planets based on tectonic type, then add sea level and then colour it based on dominant terrain, temp, etc. Once I have that I can adjust it based on terraforming, orbit changes, etc..

I'll take a page from quantum mechanics and only generate the ones the player actually looks at.

In fact, if you subscribe to the 'the universe is a simulation' theory, that is probably how quantum mechanics was designed, to cut down on file size :)
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