Easiest way for me to investigate this is to just have a copy of the save file to try it out. I'll be repairing one of my own fleets soon though, so I may run into an issue myself.
The post you quoted has the save attached as well a screenshot to show which shipyard and ship.
Fixed for the next version, sorry about that
New issue: A ship design with 0 spare berths became -1 after an overhaul and gave me a "crew morale falling" message. However that message only fired once per ship (at lest has not fired again after a couple 5 day ticks). Nor has morale dropped below 100% in 10 days.
Class design:
(M) Laser Frigate Mk. 1 class Frigate 5 000 tons 189 Crew 843.5 BP TCS 100 TH 228 EM 30
2280 km/s Armor 4-26 Shields 1-300 Sensors 6/6/0/0 Damage Control Rating 24 PPV 11.86
Maint Life 4.65 Years MSP 423 AFR 49% IFR 0.6% 1YR 32 5YR 479 Max Repair 160 MSP
Intended Deployment Time: 4 months Spare Berths 0
Hanson Dynamics 228 EP Ion Drive (1) Power 228 Fuel Use 49.26% Signature 228 Exp 9%
Fuel Capacity 300 000 Liters Range 21.9 billion km (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1) Total Fuel Cost 7 Liters per hour (168 per day)
Single 12k/1 Turret - Bradley-Hill 12cm C4 Near Ultraviolet Laser (2) Range 120 000km TS: 12000 km/s Power 4-4 RM 3 ROF 5 4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2) Max Range: 128 000 km TS: 12000 km/s 92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2) Total Power Output 8.4 Armor 1 Exp 5%
Bradley-Hill Active Search Sensor MR96-R100 (1) GPS 16000 Range 96m km Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1) GPS 64 Range 3.84m km MCR 418.2k km Resolution 1
Robinson-West Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Robinson-West EM Detection Sensor EM1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Military Vessel for maintenance purposes
One of the affected ship designs:
(M) Laser Frigate Mk. 1 class Frigate 5 000 tons 189 Crew 844 BP TCS 100 TH 228 EM 30
2280 km/s Armor 4-26 Shields 1-300 Sensors 6/6/0/0 Damage Control Rating 24 PPV 11.86
Maint Life 4.65 Years MSP 423 AFR 49% IFR 0.6% 1YR 32 5YR 479 Max Repair 160 MSP
Intended Deployment Time: 4 months Spare Berths -1
Hanson Dynamics 228 EP Ion Drive (1) Power 228 Fuel Use 49.2603% Signature 228 Exp 9%
Fuel Capacity 300 000 Liters Range 21.9 billion km (111 days at full power)
Bradley-Hill Alpha R300/168 Shields (1) Total Fuel Cost 7 Liters per hour (168 per day)
Single 12k/1 Turret - Bradley-Hill 12cm C4 Near Ultraviolet Laser (2) Range 120 000km TS: 12000 km/s Power 4-4 RM 3 ROF 5 4 4 4 3 2 2 2 2 1 1
Bradley-Hill Fire Control S08 64-12000 (2) Max Range: 128 000 km TS: 12000 km/s 92 84 77 69 61 53 45 38 30 22
Bradley-Hill 4.2MW Stellarator Fusion Reactor Technology (2) Total Power Output 8.4 Armor 1 Exp 5%
Bradley-Hill Active Search Sensor MR96-R100 (1) GPS 16000 Range 96m km Resolution 100
Bradley-Hill Active Search Sensor MR3-R1 (1) GPS 64 Range 3.84m km MCR 418.2k km Resolution 1
Robinson-West Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Robinson-West EM Detection Sensor EM1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This ship is classed as a Military Vessel for maintenance purposes
Database is attached (I moved the affected ships to their own fleet before thinking to back up the save, they were the three with the least time deployed before the overhaul of "Battle Training Group", the rest of which is still overhauling)
This was on version 173.
"Ship Design Display" still shows -1 berths after upgrade to 174.
Fixed for the next version. Warning, this class design is going to show -1 spare berths in the next version. I originally figured I'd give a little wiggle room for crew quarters hull size requirements so a requirement of 6.0004 would round down to 6, but I had forgotten about the Crew Morale phase. Things start to get messy if I try adding this wiggle room to the Morale phase as well, so I have to get rid of it.
Edit: I fixed the auto-fill of crew quarters on the Class Design window to reflect this as well. So your design will change to this:
Interestingly enough, this only changes the Exact Class Size from 99.66 to 99.76, so the design remains at 5000 tons
The "Available Colony Analysis" screen ("Potential Colonies" button) only shows bodies in my home system. I have inhabited colonies in 3 systems and I have surveyed planets with 2.0 habitability in 8 different systems, but that view only shows me systems in Sol. The database I uploaded in my previous post has this bug as well.
Fixed for next version
You can "prototype" a species doing so seems to instantly research it for free. Also, there is no way I can find to delete a species, rename a species, or mark a species as obsolete, I would expect to do the rename or obsolete from the Technology Report (View Technology button) but it does not list "species" or "new species" in its categories.
A "Human #2" I prototyped (thus hitting this bug) and could not figure out how to research, as well as a "Human #2" I actually did research are selectable on the "Environment & GMC" tab with the attached database.
Tested and still an issue on version 174
Fixed for next version (it will no longer be possible to prototype a species)
You're right, there's no way to delete a species unfortunately. The best you can do is just not use it.
Oh, and I cannot find any reference to this, so I guess it is a bug in light of "all the features including AI are in place now" being part of the official description:
The "Auto Fire" button on the Combat Overview Window pops a "Not yet implemented" modal dialog. See attached.
Auto Fire is coming Soon(TM). Basically when I run into a situation where I need it myself, so I have a good testing scenario. Almost had such a situation but wound up doing things manually, with some help from the Same Loc button.
The next version should be within 24 hours. I made some modifications to civ shipping that I want to field test a bit more.