Aurora Electrons - Looking Inwards (v3.2.0)

I have two military fleets that are chilling at an anchorage at a DSP, however I’m still getting warnings for them for being idle fleets away from the colonies. If they are maintained and receiving recreation maybe the warnings shouldn’t display?

Edit: I just realized that this is how it works right now, unless the DSP is placed in the orbit of a system body like a gas giant, which is why I’m getting the warning for these fleets as the DSP they are around is in the orbit of a gas giant.

Also post title still says 0.10.4 when 0.11.0 is out

I think you are right and they shouldn’t; I will add this to the TODO.

Yeah. Sadly, I don’t have enough forum cred to edit my own posts :sob:

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Great add-on - do you mind explaining how the warning for hostile fleets works?

I ask because I see it in systems where I haven’t detected anybody and even if I cheat in 99999 DSTs I still don’t find anything.

Was wondering if it is a warning saying “you saw some people here once in the past” rather than “they are here watching you right now!”

Yeah, right now it works exactly like that. It includes ships, missiles, colonies, ground units, and shipyards; it excludes only friendly and allied, so neutral contacts trigger it. Once it’s triggered it doesn’t expire because the freshness check is currently bugged.

Another item for the TODO pile.

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One thing that would be nice in the snapshots, we have a clear button which is nice but I’d honestly like to keep the last X years when I clear so it doesn’t wipe all of them.

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v2.7.10 is out. Quite a bit has changed since the last update, so here are a few highlights. The full list is on the release page linked below.

This build is for Aurora 2.7.x saves. For older 2.6 saves v0.11.0 is still available and for even older saves v0.8.10 should work.

Download v2.7.10 and read the full changelog. Put aurora-electrons-2.7.10.exe next to AuroraDB.db, as usual. Other saves can now also be opened from the Empires page.

New planners

There is now a Design section with Propulsion, Missile, Sensor and Shipyard planners. These cover engine and fuel combinations, missile alternatives, sensor sizing, and which classes a yard can build, refit or retool for. They are marked Work in progress, so the controls and figures may still change. They plan and compare things, as usual they don’t affect anything in Aurora.

For example, in Propulsion, enter a hull size, minimum speed and range or endurance to compare engine and fuel packages. The marks beside calculated figures explain their confidence and assumptions. The tech choices also let you try a next research level, with the results marked hypothetical.

History and the warnings reported above

  • History’s Clear command can now remove only snapshots older than 10, 20 or 50 years, keeping the recent ones, as requested. History also has backup and restore, followed colonies, milestones and chart exports.
  • Idle-fleet checks now recognise deep space populations and maintenance/recreation stations, addressing the anchorage issue raised before.
  • The intruder warning now checks contacts held at the current game time, instead of continuing to warn about old sightings.
  • Warnings can also be snoozed, rather than permanently muted.

Appearance

Settings now has Aurora Classic, Browncoat’s Bunk, and Solaris, T2D, Cristo and DeepBlue inspired colour presets, alongside Light and Dark. The community themes are credited on About. There are also typeface, text-size and section-accent choices, plus appearance files to export and import.

Choosing a preset previews it. Apply keeps it; Cancel returns to the previous appearance. Each page now has a help drawer with preliminary AI generated usage notes, and a short relevant glossary.

Other additions include production forecasts sharing each colony’s mineral stock across its queue, fuel checks for transport round trips, and a Fastest time option in Route Finder. Travel estimates can (or maybe I ought to say “should”) account for bodies moving along their orbits before arrival. There are also fixes to cargo handling, survey rates and commander assignment checks.

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Download v2.7.11 and read the full changelog.

v2.7.11 is out. Small fix release, mainly for Colony Outlook.

Shipyards aboard ships in orbit were being counted towards the workers a colony needs. They are now excluded from that calculation.

Help drawers now use the same control names as the pages they describe. The notes below the panels have also been reworked to start with how to use the panel, followed by the rules behind the figures used.

Download v3.2.0 and read the full changelog.

v3.2.0 is out, with support for Aurora 3.0, 3.1 and 3.2 saves. For Aurora 2.7.x, keep using v2.7.11. The download links for older saves are now in the first post.

Quite a few things needed updating for 3.x. A few highlights:

  • Colonies and terraforming: colony costs now cover species that breathe methane, ammonia or sulphur dioxide. Terraforming plans account for orbital dampening on eccentric orbits, and Colony Outlook shows the Aestusium and Frigusium temperatures alongside the current one on those bodies. If a plan cannot keep the colony within its temperature limits over the whole orbit, it says which limit is left. Population forecasts also count crowding from every race on the body.
  • Light naval craft: Commanders has a Light naval ships view, ranking captains by Light Tactical and applying the full captain bonus to craft of 20 HS or less. Industry and Shipyards include the light naval factories and yards. Industry also shows the build points and time saved by Use Components, and lists Engineering, Ordnance and Ground Unit projects.
  • Logistics and routes: Logistics has an Empire summary view laid out like the game’s Empire Logistics tab, with its eight sort orders and REF, RES and ORD marks. Route Finder, Hauling and Fleet stations now account for objects moving with their Lagrange point, and step body positions through the game’s orbit updates. Route Finder also shows each fleet’s Lagrange point mode.
  • Minerals: Mineral Breakdown has a Civilian mining by system panel, showing active, available and blocked sites, income and expenditure. Mineral Outlook puts purchased civilian output into the colony’s stock up to its reserve before sending the rest by packet.
  • Research and the log: research forecasts include banked partial progress and the race’s research factor for each field. Ruin-only technologies and those missing prerequisites are marked as not researchable. Game Log shows the 3.x event types, marks interrupting events and events hidden in the game, and reports the event history retained by the save.
  • Design: the Missile Designer has the Lurker type, and Designed Tech shows Ordnance Factory Modules and their yearly output; ordnance capacity also counts modules in orbit.

There are also fixes to maintenance supply output rounding down to zero, civilian shipping income, and idle-lab warnings when the game assigns the labs itself at the next increment. The full list is on GitHub.

Logistics > Fuel & MSP > Empire summary

Use Order by to compare colonies, and hover the abbreviated headings for their definitions. Red production figures mean production is switched off despite available capacity.

Economy > Minerals > Civilian mining by system

Sorted by Largest colony here. The game only founds complexes in systems where a colony has more than 10 million people. Available sites are candidates, not predictions of where the next complex will appear.

Still to check, planned for the next release

55 formulas have not yet been checked against Aurora 3.2, so their figures carry the Estimated mark. These include training and industry completion dates, mineral queue demand and hauling cycles.

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