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Topic Summary

Posted by: nakorkren
« on: Today at 10:26:53 AM »

"Disassemble All" button allows you to disassemble components and recover tech points even if you don't have an active research lab on that colony. "Disassemble" button functions correctly i.e. requires you to have active lab there.
Posted by: Louella
« on: Today at 10:13:37 AM »


Lately, I have an error for function #117, which seems to occur at the end of each construction cycle.

Hello, were you able to fix these errors? I have the same error for function #117  :(

sorry for the late reply, but no, I've not found a way to correct this error. It doesn't seem to be causing too much of an issue though, so I'm just ignoring it for now.
Posted by: Steve Walmsley
« on: Today at 06:16:02 AM »

Hello.
I have a problem: every time I click on an increment to advance time, I receive an error message, which occurs twice. Time still advances so it doesn't make the game unplayable but it's quite annoying, especially in battle. The precise message is the following: 2.5.1 Function #58: the sequence contains no elements. I specify that this message started appearing after I transferred a ship to an NPR. I tried several things, including destroying the ship I had transferred but that didn't change anything. The previous saves also contain the bug so this doesn't seem to be a solution, unless we can go back more than two saves? If anyone has a solution that would be very helpful, thank you in advance.

As a general rule, its not a good idea to transfer ships to an NPR because they sometimes can struggle to classify them and therefore don't know how to use them.

In this case, the error is in the function SensorActivationDecision, which happens many times on every increment.  The fact you only have the error twice per increment and it started when you transferred the ship, strongly suggests that was the problem.

This function is called for Fleets, not ships. When you deleted the ship, did you just delete it in the database? That won't work, as it wouldn't delete the parent fleet, or anything else connected to it.
Posted by: Mark Yanning
« on: Today at 06:06:04 AM »

Thanks Steve, it may be some file corrupted indeed. I checked the DB files, and they are identical to the original version. I switched many PCs playing this scenario, it could be some save on Pc with "period" separator and not with "comma". Now I'm sure is on comma. I'll take a look at it, or just wait the new release to restart an epic game session. Thanks again for have created this gem, and for keeping it update o/
Posted by: Steve Walmsley
« on: Today at 06:00:49 AM »

Hello, I got this 2.5.1 function errors with two advices. Is it bad? Any suggestions? Do I have to restart a save or I can go on? Thanks  ;D
It happens after an increment, but not every time, like every 2-3 months of gameplay . I'm playing a savegame from a scenario, probably some picture or flag missing?
Decimal separator is not a comma. Not real star

The functions are ReviewColonyCreation (where the AI decides whether to create colonies) and CreatePopulation. The error in the latter is 'Key not found in dictionary' and the former is is a null object. So Create Population is failing to create a population because something is relies doesn't exist and then ReviewColonyCreation is sent a null value.

This is weird for two reasons
1) This function is called all the time in every game, so any bug that isn't vanishingly rare would happen all the time.
2) The only dictionaries called by CreatePopulation are atmospheric gases (to set no gas as the base for terraforming) and population status (to set Imperial Population), which are both static tables that are never modified.

It looks like something has corrupted the database. It would be worth checking if DIM_PopPoliticalStatus and DIM_Gases match the tables from Aurora.db in the original installation.
Posted by: Kiero
« on: Today at 04:25:04 AM »

Hello, I got this 2.5.1 function errors with two advices. Is it bad? Any suggestions? Do I have to restart a save or I can go on? Thanks  ;D
It happens after an increment, but not every time, like every 2-3 months of gameplay . I'm playing a savegame from a scenario, probably some picture or flag missing?
Decimal separator is not a comma. Not real star...

Medals and flags should be checked at the start of the game.

Can you add DB file to the post?
Posted by: Mark Yanning
« on: Yesterday at 11:01:20 AM »

Hello, I got this 2.5.1 function errors with two advices. Is it bad? Any suggestions? Do I have to restart a save or I can go on? Thanks  ;D
It happens after an increment, but not every time, like every 2-3 months of gameplay . I'm playing a savegame from a scenario, probably some picture or flag missing?
Decimal separator is not a comma. Not real star

Posted by: Alfonso
« on: August 25, 2025, 01:23:48 PM »

Hello.
I have a problem: every time I click on an increment to advance time, I receive an error message, which occurs twice. Time still advances so it doesn't make the game unplayable but it's quite annoying, especially in battle. The precise message is the following: 2.5.1 Function #58: the sequence contains no elements. I specify that this message started appearing after I transferred a ship to an NPR. I tried several things, including destroying the ship I had transferred but that didn't change anything. The previous saves also contain the bug so this doesn't seem to be a solution, unless we can go back more than two saves? If anyone has a solution that would be very helpful, thank you in advance.
Posted by: armchair_economist
« on: August 12, 2025, 01:58:26 PM »

    The function number: #1231
    The complete error text: "Function #1231: an item with the same key has already been added."
    The window affected: Class Designer
    What you were doing at the time: creating ship classes via the class template feature
    Conventional or TN start: TN
    Random or Real Stars: Real Stars
    Is your decimal separator a comma?: No
    Is the bug is easy to reproduce, intermittent or a one-off?: inconsistent, yet frequent and easily reproduced
    Length of the campaign: below 25 years - reduced research rate


When creating ship classes from class templates created in another game, several errors occur upon reload:

I. The capacity of civilian jump drives is always increased by a factor of 5.

II. For weapons with fractional capacitor recharge rates, the recharge rates are rounded.

III. Sometimes after creating a class from a template, when saving and loading, the error message ‘Function #1231: An item with the same key has already been added’ is displayed, and one or more of the ship classes created from ship templates no longer contain any components other than armour and crew quarters.
This occurs randomly, but can be provoked when many ship classes are created from templates at the same time.
This does not seem to be related to specific ship templates, and repeated attempts to create, save, and load a ship class from a class template to check for errors, as well as the use of backup copies, eventually lead to success in creating a ship class without the error occurring.

IV. In rare cases, a ship created from a class template has additional components from another class that was also created from a class template, while the other class contains no components except armour and crew quarters and no error messages are displayed.


DB is attached. To reproduce the mentioned bugs, simply create one or more ship classes via templates in the class design window, save and load. Though I have only encountered the fourth case two times in hundreds of attempts.
Posted by: paolot
« on: August 05, 2025, 01:35:44 PM »

I don't know if it's WAI:
in the View Technology window, when the Cloaking Device tech is selected, the "Size in Tons" option doesn't change the "Cloak Ship Size".
Posted by: nuclearslurpee
« on: July 26, 2025, 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
Posted by: nmbpjnwwbt
« on: July 26, 2025, 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.
Posted by: Walter
« 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?

<speaks in a raspy Sith-voice> "I am your penguin, Steve." </speaks in a raspy Sith-voice>
Posted by: nmbpjnwwbt
« 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.
Posted by: Steve Walmsley
« 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.