Author Topic: v1.5.1 Bugs Thread  (Read 69176 times)

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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #270 on: April 17, 2020, 06:20:25 AM »
Minor bug / weird behaviour in the auto-assignment of labs to researchers:

Expected bahaviour: The game attempts to assign as many labs as possible, so either the maximum amount of labs the scientist can use, or the maximum amount of labs available, whichever is lower.

Current behaviour: Clicking on the first scientist sets the amount of labs to be assigned properly.  Clicking on another scientist who could use more labs doesn't increase the amount of assigned labs, even if more are available.  Also, the game NEVER sets the assigned amount over 25 labs, even if the scientist can do more and they're available.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #271 on: April 17, 2020, 06:22:11 AM »
Minor issue:

There are two OWP - Orbital Weapon Platform Ship Classes in Class Design.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #272 on: April 17, 2020, 06:27:46 AM »
Found a bug in Ground Unit Design:

If you delete a superior formation, it's sub-ordinate formations are not deleted.

However, they disappear from the Formations selection as if they had.

Saving, exiting out, and re-entering fixes this.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #273 on: April 17, 2020, 06:28:48 AM »
In the "Civilian Economy" tab, should it not be possible to select "Stable - not destination or Source" for all colonies, not just Home World?

For my tiny AM-colonies I don't want civvies running around setting up weird shops and whatnot - but I still want to use the Supply-demand functions with cargo.

You don't have direct control over civilians, so you can only set that when a colony reaches ten million (was 25m in VB6).
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #274 on: April 17, 2020, 06:32:04 AM »
Fighters landed on a mothership will eventually get their deployment clock go into negative. I was able to replicate this consistently.

Fixed.
 

Offline db48x

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Re: v1.5.1 Bugs Thread
« Reply #275 on: April 17, 2020, 06:36:03 AM »
Here's a weird one. I put a colony on Mars before I ever advanced time at all, and now it won't let me unload infrastructure or colonists there. No errors have been reported, it just doesn't give me the option to add an "unload all installations" order.
 

Offline Aezel

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Re: v1.5.1 Bugs Thread
« Reply #276 on: April 17, 2020, 06:38:30 AM »
Quote from: db48x link=topic=10756. msg124453#msg124453 date=1587123363
Here's a weird one.  I put a colony on Mars before I ever advanced time at all, and now it won't let me unload infrastructure or colonists there.  No errors have been reported, it just doesn't give me the option to add an "unload all installations" order.
Do the ships have cargo shuttles?
 

Offline DoctorDanny

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Re: v1.5.1 Bugs Thread
« Reply #277 on: April 17, 2020, 06:39:23 AM »
Either the colony or your freighter need to have cargo shuttle bays.
The coolony is new so it hasn't got them and you probably forgot to put them on the freighter :)
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #278 on: April 17, 2020, 06:39:41 AM »
EM sensor created under the Power and Propulsion tab.

1.51 new save
Using multiple projects tab windows (4)

attached picture

EDIT: I actually know what is going on. If you have multiple windows click on create does not create the tech under the proper tech but under the tab of the selected window. I have attached other 2 screenshots should make it clear.
In the bug pic, you see the main window selected is the engine one but I am clicking create of the EM window highlighted as well in the image. The result is a tech with EM name but effectively is an engine.

Is it creating a sensor, or creating an engine and giving it the name of the sensor?

EDIT: Fixed.
« Last Edit: April 17, 2020, 06:44:53 AM by Steve Walmsley »
 
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Offline Hallec

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Re: v1.5.1 Bugs Thread
« Reply #279 on: April 17, 2020, 06:44:25 AM »
Possible terraforming bug,

greenhouse pressure shown as 0 and atmosphere not adding up?

I can supply a db if needed as well


thanks for all the hard work!

Edit:  after several months of adding more Aestusium, it now looks like this, and appears to be calculating correctly again?
« Last Edit: April 17, 2020, 07:43:25 AM by Hallec »
 

Offline db48x

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Re: v1.5.1 Bugs Thread
« Reply #280 on: April 17, 2020, 06:44:43 AM »
Do the ships have cargo shuttles?

* db48x facepalms

I spent half an hour examining everything that I could think of, but missed that. I think I need to get some sleep!
 

Offline punchkid

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Re: v1.5.1 Bugs Thread
« Reply #281 on: April 17, 2020, 06:45:43 AM »
If you make a new version of an existing class with a prototype component in it, you can build it from the shipyard that is tooled for the original class without researching the prototype component. 

Edit:
To reproduce create a copy of existing class that you have a shipyard tooled for, replace one of the components with a prototype and then you can build that new class in the shipyard tooled for the old one without researching the prototype component.
« Last Edit: April 17, 2020, 06:54:37 AM by punchkid »
 

Offline Tuna-Fish

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Re: v1.5.1 Bugs Thread
« Reply #282 on: April 17, 2020, 07:06:40 AM »
Oh I've got a good one. If a beam FC has a target and has been ordered to open fire against an enemy that is outside of range, and also has area fire orders and missiles are in range, the FC will do the calculations for hitting and damage amount for the missiles, but the damage will be applied to the target.

In the attached file, I killed a precursor ship at >10Mkm range with beams.

 

Offline peli082

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Re: v1.5.1 Bugs Thread
« Reply #283 on: April 17, 2020, 07:08:56 AM »
V.  1. 5. 1

Engine Component designs are not disappearing when obsoleted but other components are still able to.  Ship design window, No error text, weirdly I was able to obsolete 1 of the two engines but after some time designing a ship, making prototype comps it just wont disappear as obsolete comp.  it was a conventional start, 49 years into the game, intermittent after some times 3 engines were now unable to be obsoleted.
 

Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #284 on: April 17, 2020, 07:09:02 AM »
Possible terraforming bug,

greenhouse pressure shown as 0 and atmosphere not adding up?

I can supply a db if needed as well


thanks for all the hard work!

That is strange. I am terraforming Callisto and I have Aestusium at 0,2182 and it shows correctly in Atmospheric Pressure and in Greenhouse Gas Pressure.