Author Topic: v1.6.3 Bugs Thread  (Read 22491 times)

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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #60 on: April 18, 2020, 06:03:45 PM »
v 1. 6. 3

Fleet ordered to pickup 4 mass drivers and drop them at 4 different moons.  The fleet dropped all 4 at one location.  The first moon I think.

Another fleet had the same orders to 4 different locations and did the same thing.

No errors about unable to unload something it didnt have as far as I can see.

http://aurora2.pentarch.org/index.php?topic=10637.0
 

Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #61 on: April 18, 2020, 06:04:33 PM »
Steve, thanks again for all the work you put into making Aurora such an awesome space opera generator!

I found a minor civilian shipping contracts bug: If you set small numbers of infrastructure to be moved (like 2 infrastructure supplied & 2 infrastructure demanded elsewhere) civilians will never move it. Small numbers works for other things, like shipping individual DSTS, military academies, etc. but not for small amounts of infrastructure.

You often notice this when you order larger amounts of infrastructure shipped. They will ship all of it properly, except for a tiny bit they usually leave left over and never ship to completion. This happened in v1.51, as well.

Civs won't pick up anything that won't fill their cargo holds.
 
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Offline Steve Walmsley (OP)

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Re: v1.6.3 Bugs Thread
« Reply #62 on: April 18, 2020, 06:06:01 PM »
1. 6. 3 - Minor bug

Short description:
It is possible to pirate / thieve the daylights out of your civilian companies, while very realistic of authoritarians, does not properly simulate your economy entirely crashing due to socialism.  Also, this is likely unintended given the divide by zero errors and blatant exploiting.

To replicate thievery:
Have a civilian mining complex.
Send over a freighter fleet and nick their installations (Mass drivers and deep space trackers).
Unload for fun and unrealistic profit on your colonies.
Attempt to nick their civilian mining complex and get about 8x "Function 2774: Attempted to divide by zero. " popups.  Likely due to civilian mining complexes defying reality by being weightless.


To replicate self piracy:
Have a fleet.
Have civilian fleet.
Order your fleet to absorb the civilian fleet.
Get control of the civilian ship.
Detach the civilian ship and use as pleased.
Send to shipyards and disassemble for fun and unrealistic profit.

I think this comes under 'cheating at solitaire'. It is a lot easier to just turn on SM mode and give yourself lots of stuff :)
 
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Offline Caplin

Re: v1.6.3 Bugs Thread
« Reply #63 on: April 18, 2020, 06:14:00 PM »
Steve, thanks again for all the work you put into making Aurora such an awesome space opera generator!

I found a minor civilian shipping contracts bug: If you set small numbers of infrastructure to be moved (like 2 infrastructure supplied & 2 infrastructure demanded elsewhere) civilians will never move it. Small numbers works for other things, like shipping individual DSTS, military academies, etc. but not for small amounts of infrastructure.

You often notice this when you order larger amounts of infrastructure shipped. They will ship all of it properly, except for a tiny bit they usually leave left over and never ship to completion. This happened in v1.51, as well.

Civs won't pick up anything that won't fill their cargo holds.

It might be too much trouble to fix, but I feel like this is weird/unexpected behavior. You contract for your civs to move 500 rocks, not 498, darn it.
 

Offline Cosinus

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Re: v1.6.3 Bugs Thread
« Reply #64 on: April 18, 2020, 06:25:05 PM »
Four bugs from me, all from a fresh conventional start in 163:
  • When selecting a different group of officers in the officer search window, the list sometimes does not update.  E. g.  when I select naval officers, then sort by "reaction" it shows them, but when I then select Civ administrators, it still shows naval officers and I have to change some other field before it updates.  (this may be intentional, but I find it unintuitive and inconsistent.  I don't think it's intentional because it auto updates when changing any other field there and there is almost no performance impact in sorting a single list. )
  • When having no Ground forces (i. e.  conventional start), clicking on the "sorting" buttons in the bottom right of the Ground forces screen  (i. e.  "Cost", "size", "units") throws a #1835 object reference error.
  • When Setting a shipyard to "continual cap expansion" and then try immediately setting it to "no activity", you get a pop-up asking you if you want to cancel the current activity.  When pressing yes, the activity is not set to "no activity" and the SY is still showing "continual capacity expansion" as its current task.  It should just delete the current activity.  I am aware of the "delete activity" button and see a bit of redundancy there.  The delete activity button can probably be deleted *hehe* when this is fixed.
  • A strange cosmetic one:
    I built 3 basic infantry battalions and then looked at my Order of Battle in the GU window.  It looks fine when looking at an individual battalion, but when clicking Earth it groups the units present at Earth in a weird way

    (For some reason the image is not showing in the preview, so here's a link: https://i. imgur. com/WW0Hltz. png
    notice how the identical units are not grouped together.  Also the displayed fortification values are weird, as it does not show the average fortification value of the 260 riflemen, but the maximum (1 battalion has 2. 77, the other has about 1). 
 

Offline Luna

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Re: v1.6.3 Bugs Thread
« Reply #65 on: April 18, 2020, 06:25:51 PM »
Ghost fleets with no ships are still executing standing orders.  This is occurring on a 1. 6. 3 savefile.
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Offline Nori

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Re: v1.6.3 Bugs Thread
« Reply #66 on: April 18, 2020, 06:28:44 PM »
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.
 

Offline DFNewb

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Re: v1.6.3 Bugs Thread
« Reply #67 on: April 18, 2020, 06:32:28 PM »
Titan's environment is not updating:



DB attached.

 

Offline Nori

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Re: v1.6.3 Bugs Thread
« Reply #68 on: April 18, 2020, 06:40:45 PM »
Fresh save and I've hit consistent errors on incrementing forward. They started right after I Gliese 687 I think.
#2410, #2409, #1541, #114
DB attached.

Probably related. There be aliens here as I just found out.
 

Offline Randy

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Re: v1.6.3 Bugs Thread
« Reply #69 on: April 18, 2020, 07:02:24 PM »
Don't know that that is the issue --- I started with 350 pop and had it pop up (1.6.1, before the fix in 1.6.3 --- where w/ 350 pop it didn't appear).

I think the issue is that if your starting tech researched by auto research includes Spinal Mount, you will get this problem. If it isn't a tech you get, then you wont see the problem.

So - did your pop 350 race that have the issue get spinal mount tech?  ???
 

Offline Ironclad Mouse

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Re: v1.6.3 Bugs Thread
« Reply #70 on: April 18, 2020, 07:03:20 PM »
Version 1. 6. 3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified.
For example, in my game I told my terraforming ship to add . 2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about . 21 atm.  of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to . 2 atm
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Offline DFNewb

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Re: v1.6.3 Bugs Thread
« Reply #71 on: April 18, 2020, 07:07:07 PM »
Version 1. 6. 3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified.
For example, in my game I told my terraforming ship to add . 2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about . 21 atm.  of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to . 2 atm

Works fine for me, I even get a message and then it gets changed to none. I don't press enter tho.
 

Offline Ironclad Mouse

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Re: v1.6.3 Bugs Thread
« Reply #72 on: April 18, 2020, 07:29:04 PM »
Quote from: DFNewb link=topic=10902. msg125497#msg125497 date=1587254827
Quote from: Ironclad Mouse link=topic=10902. msg125496#msg125496 date=1587254600
Version 1.  6.  3
Specifying the amount of gas you want added by terraformers seems to not work as they will continue adding/removing gas past the point you specified. 
For example, in my game I told my terraforming ship to add .  2 atm of oxygen to Mars, hit enter just to make sure it would be accepted, after letting some time pass I decided to check everything was going fine, eventually I realized I hadn't received a terraforming report so I went to check and it had went up to about .  21 atm.   of oxygen and as the auto-turn was still on I noticed it was still going up, despite setting the max amount to .  2 atm

Works fine for me, I even get a message and then it gets changed to none.  I don't press enter tho.
I suppose I could try not doing that, just seems strange that it would only work if I didn't hit the enter key though, y'know?
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Offline db48x

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Re: v1.6.3 Bugs Thread
« Reply #73 on: April 18, 2020, 07:49:35 PM »
My apologies, but this bug is occuring on 1.51. I'm reporting it anyway simply because there's a fair amount of luck involved in reproducing it, so it might be a while before I can capture it again in a newer version.

I found a planet with ruins, and they're amazing; an intact abandoned colony with 400+ goodies to dig up! (That's not the bug; don't fix that.) Now that I've got some construction units in place digging up something most weeks, I occasionally get an error that I reported last week, the one about not being able to load the Entity Framework library. It only happens when they dig something up, and on those weeks it may happen more than once. I think, but cannot prove, that it only happens if they dig up a deep-space tracking network. Based on this, I suspect that an NPR has dug up some ruins, and that accounts for the occurance I previously reported (though they could also be unrelated.)

However, I noticed an additional detail, which you'll be able to see in the screenshots I'll post. Each time I get this error message, alien components are added to the colony's stockpile. They aren't announced in the log, but you can see them in the screenshots.

Before dismissing the error message:


After dismissing the error message eight times:


I hope that helps narrow it down!

Edit: It just happened again, and it announced that I got a "Jump Point Stabilization Module - 150", and that is indeed what showed up in the stockpile. I suppose the tracking station thing was only confirmation bias after all :)
« Last Edit: April 18, 2020, 09:02:25 PM by db48x »
 

Offline Chrisianak

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Re: v1.6.3 Bugs Thread
« Reply #74 on: April 18, 2020, 08:01:36 PM »
Thanks for the bug fixes Steve, wish those jerks on reddit would respect your wishes.

While colonies now tap into their trade good production of (LG) Infrastructure, I can't seem to get the civies to trade any of the LG infrastructure.   They'd rather just send wine, etc.  from Ceres to Earth than export any LG Infrastructure to outlying colonies.