Author Topic: v1.5.1 Bugs Thread  (Read 69253 times)

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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #525 on: April 18, 2020, 06:49:42 AM »
You can attribute more lab than the maximum for a scientist :



The game doesn't check if you the number typed in assign research research facilities is too big compared to the max labs of the selected scientist.

Also quality of life suggestion : If you have say 10 research lab available, and you click on a scientist with only 5 max labs, assign research facilities automaticly goes to 5, wich is great.
But when you click on another scientist wich has more than 5 max labs, assign research facilities doesn't automaticly update to the maximum number of labs you could assign, wich would be nice.

Both fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #526 on: April 18, 2020, 06:50:28 AM »
Refueling Options.  Can we get a tankers start with 10% fuel and unload 90% fuel option.  Some partial refuel orders would also help, though that can be accomplished by running short time intervals.

Just set the fuel reserve level to achieve that.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #527 on: April 18, 2020, 06:52:52 AM »
Quote from: Steve Walmsley link=topic=10756. msg124653#msg124653 date=1587148083
Quote from: Lastof link=topic=10756. msg124155#msg124155 date=1587064975
1.  5.  1

Minerals page search doesn't work for Accessibility unless a non-zero value has been set for quantity, which seems like a bug (and if not might need making clearer somehow)

The search works fine with zero values.

Doesn't seem to for me, am I using it wrong?

Attached are two screen shots, in the first I have set Accessibility to 0. 4 for Duranium, but not changed the quantity from 0, then hit "Search", but bodies with less than 0. 4 accessibility still appear.  In the second I have also told it that the body should have at least 1 Duranium, and now it does only show the bodies with 0. 4 or better accessibility.

Ah I understand now. That is working as intended. If you require Duranium on the body you need to set quantity to at least 1.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #528 on: April 18, 2020, 06:55:21 AM »
Upon saving my current game, I recieve the error "Function #1462: Object reference not set to an instance of an object."

It appears to finish the save without issue, and I don't see any major issues with time progressing. Closing and reopening the game shows no errors.

In case you wanted to look deeper, I've included the db.

I am saving your game without issue so maybe I fixed whatever bug was causing it. That error is linked to saving cargo.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #529 on: April 18, 2020, 06:58:28 AM »
Continuing to step time forward, I notice that eventually "something" will trigger auto-assign to assign all the various missing positions all in one go again if you keep stepping time forward. Does auto-assign not operate on every construction cycle or something? It happens very irregularly for me, leaving long periods of time where random ships are missing random officer positions.

It looks like auto-assign is exiting if all ships have commanders, before it checks the other positions. I've removed that exit code.
 
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Offline pwhk

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Re: v1.5.1 Bugs Thread
« Reply #530 on: April 18, 2020, 06:59:23 AM »
v1. 5. 1

Creating game with race "Auto-assign Tech Points" and "Auto-Design Ground Forces" checked.  I would get:
1.  A "Construction Vehicles" Ground force despite not having the tech.
2.  Two STOs without any weapon.
Talking about STO, I think we should prevent creation of STO without a weapon set in Unit class design.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #531 on: April 18, 2020, 07:00:09 AM »
Probably just a minor thing (Acutally, might not be a thing at all. . .   :P), but scrapping all ships in a fleet deletes the fleet.   Might not usually be a problem--and might be working as intended (to keep clutter down) -- but I had a "Survey Fleet" w/ obsolete ships that I had scrapped.   Went to move the new ships into the fleet. . . . it wasn't there.

No big deal. . . detach a new ship and rename the fleet as needed.

Yes, working as intended to clear up empty fleets. It wouldn't delete if it was the target of a SY task for example.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #532 on: April 18, 2020, 07:01:54 AM »
Quote from: Black link=topic=10756. msg124720#msg124720 date=1587153313
I get Error Message when I launch the game: Function #2490 Object reference is not set to an object instance (Text is translated from my language, so I am not sure if it is correct).  It happens again everytime when I discover new system.

I am also now getting this on launch.  Didn't have any errors before I went to make dinner a few hours ago, now getting this on game load.  Haven't built a jumpship yet, so can't check system discovery (it's next on my list, so guess I'll edit to report once I do).
Save Attached.

Loading without issue. Whatever was causing this problem is apparently fixed. Did you create any ruins manually?
 

Offline pwhk

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Re: v1.5.1 Bugs Thread
« Reply #533 on: April 18, 2020, 07:11:08 AM »
v1. 5. 1
See attached save.   I could not obsolete the engines "Commercial Nuclear Pulse Engine EP 100.  0" and "Commercial Nuclear Pulse Engine EP 96.  0". 
Both engines appears in Class design despite "View Technology" showing those components are obsolete.   Clicking "Obsolete comp.  " on those components do nothing. 
 

Offline pwhk

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Re: v1.5.1 Bugs Thread
« Reply #534 on: April 18, 2020, 07:14:53 AM »
v1.  5.  1
Under Class design, after selecting a design.   
Under Miscellaneous tab, typing "-" in Commander Priority immediately gives error "Function #264 number format is not correct" (not English system).   When I was trying to type "-1" in full.  .  . 
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #535 on: April 18, 2020, 07:29:00 AM »
Quite easy to reproduce bug:

1.    Have a ship that is stranded without fuel.   
2.    Use a ship with a the tractorbeam to bring it home.    Both ships should be in the same fleet now.   
3.    Without releasing the tractor beam, make a new fleet in the fleet window by detaching the ship that was stranded.   
4.    The once stranded ship now has a speed of 300.  000 km/s.    After receiving an order, it will rush to the end of the universe, because it cannot change its speed anymore and will never slow down.   

Not quite sure if this is a bug:
1.    scrap a ship in orbit.   
2.    After the scrapping started, order the ship to fly somewhere.   
3.    It will still be scrapped regardless of where it is.   

Combine both for scrapping ships with style.   

Second one already fixed. First one should not be possible because detaching should break tractor link. I'll check the code.
 

Offline Energyz

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Re: v1.5.1 Bugs Thread
« Reply #536 on: April 18, 2020, 07:39:02 AM »
Unless I missed something, grav survey ship with standing orders will survey/cross systems that are flagged as owned by another race. I've tried to flag it as military only, and block fleet movement route, but the ship still came in mass twice, causing a war ith the NPR and the destruction of around 20 survey ships.

I've managed to stop geosurvey ship to come here by baning every body on the system, because they were coming too at first.
 

Offline punchkid

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Re: v1.5.1 Bugs Thread
« Reply #537 on: April 18, 2020, 07:39:27 AM »
Retired scientists show their current assignment as anassigned, instead of the research that they worked on.
Just noticed this myself.

Also the text file button in Events window does nothing, or at least I have no idea where the file goes, can't find it in the game directory at least.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #538 on: April 18, 2020, 07:41:33 AM »
I am assuming NPR related, but I am getting "Function 2044: Attempting to divide by zero". Started in '25 with 3 NPR's. The error only happens on the 5 day pulses, not shorter ones.

Are you that wasn't error 2244? :)

It looks like an NPR has created a colony on a body where the gravity is too high. I've found a place in the code where that could happen and fixed it.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #539 on: April 18, 2020, 07:47:01 AM »
Not exactly sure if this is related to the 914 errors I had earlier, but I have a reproducible Function 915: Out of Memory when zooming out past 103b km Accompanied by the occasional Function 1618: Collection was modified; enumeration may not execute.  DB attached.

The error seems to abate at around 10LY out and only seems to happen in complex systems, as I was also able to reproduce it in Epsilon Indi.  In EI I get the same Function 914: Out of Memory Error I made in a previous post.

Thanks. I have reproduced it, although not worked out how to fix it yet.

EDIT: Fixed. Nothing to do with memory. Apparently GDI throws that error for non-memory-related reasons. In this case trying to draw a circle with a radius close to zero. If you turn off active sensors before zooming out, the problem should go away. I suspect this might be related to the Linux error as well.

I've gone through and fixed other drawing code that might have similar issues.
« Last Edit: April 18, 2020, 07:57:01 AM by Steve Walmsley »
 
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