Author Topic: v2.5.1 Bugs Thread  (Read 161760 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
 

Offline 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.
 

Offline 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.
 

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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