Author Topic: v2.5.1 Bugs Thread  (Read 15467 times)

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Offline vorpal+5

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Re: v2.5.1 Bugs Thread
« Reply #135 on: May 12, 2024, 05:04:02 AM »
A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #136 on: May 12, 2024, 07:28:34 AM »
A quirk or a bug?

I somehow managed to load then lose 0.2 auto-mines somewhere, perhaps I dumped them in the wrong place.
So Earth now has 8.8 auto-mines.
I tell myself, ok no worries, I'll adjust my ongoing order and add +0.2 to "complete back" my current amount.
I did nothing, even when the order was finished. I ended up with 8.8 AM on Earth.
Then I issued a new order, to specifically order 0.2 AM only.
Guess what, no change, the order was finished and I was still with 8.8 AM on Earth.

Check your civ ships and see if the final 0.2 is actually on the way.
I have noticed that sometimes the order "finishes" according to the order list, even though some freighters are still en route.
 

Offline vorpal+5

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Re: v2.5.1 Bugs Thread
« Reply #137 on: May 12, 2024, 07:54:39 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #138 on: May 12, 2024, 10:05:07 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
 
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Online nuclearslurpee

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Re: v2.5.1 Bugs Thread
« Reply #139 on: May 12, 2024, 02:26:47 PM »
SQL Raiders

Instead of railguns and slave ships, they just use queries to place your population in their home system while you shake your fist impotently. Truly Steve's most diabolical creation yet.
 
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Offline Jeltz

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Re: v2.5.1 Bugs Thread
« Reply #140 on: May 13, 2024, 04:03:34 PM »
Aurora 2.5.1 "vanilla" or not (I usually play with Deep Blue mod), conventional start

Easily reproducible:

- Economics window
- Civilian/Flags tab
- Select the central title row "Installation Type Demanded - Amount - Assigned"
- Press "Edit Demand" button[/li][/list]


a message will be generated: "2.5.1 Function #608: Object reference not set to an instance of an object"

same behaviour if it is selected the empty row below title row

click on OK button: message close and nothing seem wrong but...

.... but after few in game-day I recieved 10 (!) Research Lab without apparently reason (se Event log in attach)

I dont' know if this two things are linked or not, I would tend not to believe it, but it is a quite strange coincidence...

And for me those 10 Reserch Lab are a real mistery...

-J-




 

Online pedter

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Re: v2.5.1 Bugs Thread
« Reply #141 on: May 13, 2024, 06:53:12 PM »
When toggling the Lifepods checkbox on in the Naval Organization view, an error pops up and must be cleared in triplicate. I suspect it is attached to a couple of maybe-broken 0-crew lifepods in the same system as the fleet is trying to view (the two lifepods do not show up on the list of contacts, left-hand column, despite Lifepods being checked on). I generated these two lifepods unintentionally when I deleted a test (SM) fleet that contained one carrier and two hangared parasites; while the carrier was deleted, both parasites left a lifepod and a wreck instead of being properly removed.

Edit: the error no longer generates after those two lifepods expired. My money's still on something wrong with those two in particular.

Info dump:
- "2.5.1 Function #773: Object reference not set to an instance of an object."
- Generates from the Naval Organization window in triplicate when checking Lifepods on
- Possibly connected to a pair of empty life pods; see above description and below attached screenshot
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 83 years into the campaign
- Campaign started and running on v2.5.1
« Last Edit: May 13, 2024, 07:47:18 PM by pedter »
 

Offline Oafsalot

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Re: v2.5.1 Bugs Thread
« Reply #142 on: May 14, 2024, 05:52:09 PM »
Just had a Stablization Ship fly through to a system with a different flag controlled race with the exclude alian controlled flag ticked on the ship.

This had happned before in this game, but I thought I had made a mistake. Seems this bug is still turning up somehow.

Doesn't help they let Swarm out of the system.
 

Online nuclearslurpee

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Re: v2.5.1 Bugs Thread
« Reply #143 on: May 14, 2024, 10:24:27 PM »
Just had a Stablization Ship fly through to a system with a different flag controlled race with the exclude alian controlled flag ticked on the ship.

This had happned before in this game, but I thought I had made a mistake. Seems this bug is still turning up somehow.

Doesn't help they let Swarm out of the system.

The "Exclude Alien Controlled" toggle only affects autoroute orders, it will not influence standing orders nor will it prevent the player from issuing an order which would send the ship into alien-controlled systems.
 

Offline vorpal+5

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Re: v2.5.1 Bugs Thread
« Reply #144 on: May 15, 2024, 08:02:40 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
Thanks, but it's okay. No fuss, I moved past this point. I edited the database to change the 8.8 facilities on Earth to 9, and everything is happily humming along now.
 

Offline Garfunkel

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Re: v2.5.1 Bugs Thread
« Reply #145 on: May 15, 2024, 07:29:37 PM »
Not quite do because the 0.2 automines are still somewhere, possibly taking up cargo space somewhere forever! Think of the lost efficiy! 😂

Edit:
Damn, posting from a phone sucks. I'll leave these horrible typos as my legacy.
« Last Edit: May 24, 2024, 07:32:43 AM by Garfunkel »
 

Online pedter

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Re: v2.5.1 Bugs Thread
« Reply #146 on: May 23, 2024, 09:24:36 PM »
I've hit three total error functions recently (though not at the same time) while running time with no specific window or identifiable context:

2.5.1 Function #2788: Object reference not set to an instance of an object.
2.5.1 Function #1531: Object reference not set to an instance of an object. (This occurred two different times)

#1531 may have something to do with an NPR generating a free colony with the default free 100 population and 1 naval command after being wiped out. I've been playing whack-a-mole with this NPR trying to wipe it out completely and have been generating quite a few free naval commands as a result; the logic there may warrant a look for more than just the function error. For #2788 I truly have no ideas unfortunately.

Standard info dump:
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 85 years into the campaign
- Campaign started and running on v2.5.1

Editing in: I've now received #1531 nine more times with even less context than the first two times. I'm still getting them after deleting my 'blocker' colonies that seemed to prevent the NPR from generating a free starting pop of 100 on the same body. The NPR also still has no colonies in the DB so perhaps the wiped-out NPR is not relevant after all.

Editing in a second time: I've hit a different error after rebooting Aurora; #1531 seems to have quieted with the reboot, but this one is new. It came after a tremendous amount of 5-second death but provided me with no context for its existence outside of the error text itself:

2.5.1 Function #3656: The given key was not present in the dictionary.
« Last Edit: May 24, 2024, 02:31:54 AM by pedter »
 

Online pedter

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Re: v2.5.1 Bugs Thread
« Reply #147 on: May 25, 2024, 11:41:54 PM »
A civilian cargo vessel has taken orders to carry a genetic modification centre but is unable to do so because its cargo hold is already full. It is now generating auto-turn-pausing interrupts because it cannot load. Presumably the underlying logic should not have allowed this so I'll file it as a bug. SM mode did not allow me to remove its orders nor empty its cargo so I have had to delete the vessel entirely instead.

Standard info dump:
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 85 years into the campaign
- Campaign started and running on v2.5.1 (no mods or DB edits ever)
 

Offline skoormit

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Re: v2.5.1 Bugs Thread
« Reply #148 on: Today at 06:27:05 AM »
I ordered the construction of a freighter space station, using construction factories, at a colony that did not have a target fleet selected in the Space Stations list.
(This was the first time I had constructed any ship at this colony.)

When completed, the space station was placed into a civilian shipping fleet in orbit of the planet.

I had my own fleet in orbit of the planet at the time.
(I suspect the civilian fleet was chosen by default because its creation predates the creation of my own fleet.)