Author Topic: v2.5.1 Bugs Thread  (Read 162500 times)

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Offline icekiss

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Re: v2.5.1 Bugs Thread
« Reply #465 on: July 18, 2025, 12:21:30 PM »
When using the order "Tractor Any Ship in Fleet", only one ship gets tractored, even if multiple ships have the ability to do so.
Right now, with 2 ships in the tug fleet, I can easily work around that by giving the order twice.
But once I have 8 ships in the fleet, I will have to to do it 8 times. If I miscount, ships will fly empty. And I can't use a movement template unless the amount of ships in the fleet is the same.

This can't be possible be working as intended, right? On the other hand, I can't possibly be the first player to have 2 tugs in a fleet, either...

SJW: This is working as intended
« Last Edit: July 19, 2025, 05:31:11 AM by Steve Walmsley »
 

Offline nuclearslurpee

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Re: v2.5.1 Bugs Thread
« Reply #466 on: July 18, 2025, 12:26:00 PM »
Since "Tractor any ship" is singular, I would assume this is indeed WAI. I use multi-tug fleets regularly and this is what I expect to see.

This should probably be in the suggestions thread. I can see valid reasons why it should work this way but it could certainly be discussed.
 

Offline icekiss

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Re: v2.5.1 Bugs Thread
« Reply #467 on: July 18, 2025, 12:41:24 PM »
Since "Tractor any ship" is singular, I would assume this is indeed WAI. I use multi-tug fleets regularly and this is what I expect to see.

This should probably be in the suggestions thread. I can see valid reasons why it should work this way but it could certainly be discussed.
I expected the singular to apply per ship, since indeed any ship can only tractor one other ship. Just like all other commands (from Movement and Refuel onwards) apply to each ship of the fleet. Anyway, if its working as intended, I'll head over to the suggestions thread...  ;D
 

Online Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #468 on: July 19, 2025, 05:32:41 AM »
Since "Tractor any ship" is singular, I would assume this is indeed WAI. I use multi-tug fleets regularly and this is what I expect to see.

This should probably be in the suggestions thread. I can see valid reasons why it should work this way but it could certainly be discussed.
I expected the singular to apply per ship, since indeed any ship can only tractor one other ship. Just like all other commands (from Movement and Refuel onwards) apply to each ship of the fleet. Anyway, if its working as intended, I'll head over to the suggestions thread...  ;D

Tractor Any Ship is intended to tractor one ship. You can issue multiple orders for multiple ships.
 

Online Steve Walmsley (OP)

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Re: v2.5.1 Bugs Thread
« Reply #469 on: July 19, 2025, 05:36:42 AM »
Error popup, often several times at once, occurs every few 5-day increments.  It was originally #2661, now #2662.

2. 5. 1 Function #2662: Could not load file or assembly 'System. Data. Entity. Design, Version=4. 0. 0. 0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies.

Started happening after, I *think*, making several ground forces with "Construct Org".

No mods, running 2. 5. 1 in aurora4x-docker.

I am getting the same error (#2661 and #2662, same PublicKeyToken). Happens sporadically, then multiple times. I have not constructed any ground forces yet, nor done anything else obvious to trigger it. My assumption: An NPR wants to access records that do not exist (Although I have not left SOL yet. I am playing with default settings - do NPRs get generated before leaving SOL?).

I am launching with AuroraPatch.exe, using DeepBlueTheme, no mods otherwise.
Game is running on Linux, via Steam/Proton.

It may be because Aurora uses .NET 4 and its getting a little out of date now. Check if that is installed on your PC.
 
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Offline nmbpjnwwbt

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Re: v2.5.1 Bugs Thread
« Reply #470 on: July 23, 2025, 12:24:25 PM »
I'm not online often, so sorry in advance for not replying fast.

The 1st bug (verified for unmodified 2.5.1):
In UpdateGrowthRate (function 2244, all the names are guessed), updating body capacity is called only after the check for totalSurfacePopulation exceeding capacity.
This causes the first display of growth rate in the colony summary to show up as 0, since the capacity was not yet calculated.
Proposed fix:
Change the relevant part from
    this.surfaceGrowthRate -= this.radiationEffect;
    if(this.surfaceGrowthRate > 0m){
        if(this.body.totalSurfacePopulation > this.body.capacity){
            this.surfaceGrowthRate = 0m;
            if(this.body.capacity == 0m){
                this.body.UpdateCapacity(this.species);
            }
to
    this.surfaceGrowthRate -= this.radiationEffect;
    if(this.surfaceGrowthRate > 0m){
        if(this.body.capacity == 0m){
            this.body.UpdateCapacity(this.species);
        }
        if(this.body.totalSurfacePopulation > this.body.capacity){
            this.surfaceGrowthRate = 0m;

I also have a suggestion to make the growth rate negative and scaled linearly with ((this.body.totalSurfacePopulation - this.body.capacity)/this.body.capacity), instead of just 0, if capacity was exceeded. But that's more of a design decision than a bug.

2nd bug: Create waypoint button does not create waypoint and moves existing one instead. But I didn't pin point why it happens, not annoying enough. And doesn't always happen. Looks like I have to properly move a waypoint first.

3rd bug: Setting (sub)species image sets the main species image too in the race information window, though only temporarily. Probably a missing check if the (sub)species is dominant or not.
« Last Edit: July 23, 2025, 04:01:10 PM by nmbpjnwwbt »
 
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Offline Walter

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Re: v2.5.1 Bugs Thread
« Reply #471 on: July 25, 2025, 03:00:40 PM »

Game is running on Linux, via Steam/Proton.

It may be because Aurora uses .NET 4 and its getting a little out of date now. Check if that is installed on your PC.

Ah, well. Since Wine and .NET4 don't play nice, I guess I will have to live with those screens then.
For now nothing else seems to break, so that is good.
You are not considering migrating to Linux, are you?

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Offline nmbpjnwwbt

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Re: v2.5.1 Bugs Thread
« Reply #472 on: Yesterday at 10:40:48 AM »
4th bug: Deployment counter on fleets above 50k worlds is still rising in between production turns. It does not on motherships with recreational module.

The parasites should also rest 10% faster than on orbit. This was not tested but I'm very certain they will. I have experimentally confirmed that 1514 is responsible for parasites not having deployment time increase in motherships.

Ok, I think I've got it. lastShoreLeave is a date, in the same format as gameTime. 2765 is called every construction cycle, so in between the cycles, we need 1514 to update lastShoreLeave because 2824 won't do it. Initially I thought there can be a simple check what population the fleet is assigned to but that won't work the same as 2765: the fleet can be assigned to an empty population on the same body as a populated one. This forces an iteration over all populations. However, 1514 doesn't work the same as 2765 for motherships either. Because in 2765 they don't need to be motherships at all, they just need to be close. I'm starting to feel like this isn't a bug in the end. Though certainly does look like one. Priorities need to be evaluated, does players not seeing the counter rise justify the extra CPU time.

I have an idea: a flag for the fleet: "isOnShoreLeaveOrMothership". Updated in 2765 and used in 1514 to determine whether to increase lastShoreLeave or not. No extra computation cost, doesn't need to go into the database. But would have to be updated every time the fleet leaves the planet too. Or splits. Or moves away from the recreational module. Or the module moves... unless updating it in within a construction cycle is irrelevant. That technically increases operational time by up to 1 construction cycle, idk.

For my own binary, I added the flag, false by default. Set it appropriately in 2765 and changed 1514 to depend on the flag instead of the mothership. Still ticks up for the first construction cycle since loading but not after.

About "my own binary": I've read the post. I'm not going to publish this. Just give suggestions like above. Messing with the game is part of gameplay for me.

You are not considering migrating to Linux, are you?

It's a .NET app as you said, I highly doubt.
« Last Edit: Yesterday at 01:44:29 PM by nmbpjnwwbt »
 

Offline nuclearslurpee

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Re: v2.5.1 Bugs Thread
« Reply #473 on: Yesterday at 02:39:30 PM »
Not a bug but something I would really appreciate: a follow order for waypoints. Should be simple but allows for much more convenient move orders for the fleet, all you would need to do is move the waypoint.

We have a Suggestions Thread