# Bug Reporting for v2.7.1

**URL:** <https://aurora4x.com/t/bug-reporting-for-v2-7-1/19>\
**Category:** Bug Reports\
**Created:** [February 23, 2026, 11:37pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19 "2026-02-23T23:37:59Z")\
**Posts on this page:** 7\
**Page:** 10

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**Author:** ![skoormit](https://yyz1.discourse-cdn.com/flex011/user_avatar/aurora4x.com/skoormit/32/341_2.png) [@skoormit](https://aurora4x.com/u/skoormit)\
**Post date:** [October 23, 2026, 5:07pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/186 "2026-10-23T17:07:44Z")

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> [@AuroraSteve](#):
>
> increasing the number of sub-pulses within an increment should make a major difference to the length of the increment

But not if 90+% of the increment length is due to idle civ ships, who only do pathfinding at the end of the increment, not each subpulse.

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**Author:** ![nakorkren](https://avatars.discourse-cdn.com/v4/letter/n/b487fb/32.png) [@nakorkren](https://aurora4x.com/u/nakorkren)\
**Post date:** [October 24, 2026, 5:46pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/187 "2026-10-24T17:46:23Z")

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Seeing issues with CIWS reported shots fired and hit rate, per thread [CIWS hit rate - General Discussion - Aurora 4x](https://aurora4x.com/t/ciws-hit-rate/1232/8)

A fix related to this was listed in the v2.7.0 patch notes but doesn’t seem to have fully squashed the bug, or this is something else.

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**Author:** ![CopyOfSatan](https://avatars.discourse-cdn.com/v4/letter/c/b5e925/32.png) [@CopyOfSatan](https://aurora4x.com/u/CopyOfSatan)\
**Post date:** [October 29, 2026, 1:52pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/188 "2026-10-29T13:52:38Z")

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In the “View Technology” window, the “Decoy Launcher” tab does not contain components or any columns.

 ![NoDecoyLaunchers](https://canada1.discourse-cdn.com/flex011/uploads/aurora4x/original/2X/8/82c08990502259cd5cba64b0eb83416f02ea0a6a.png)

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**Author:** ![CopyOfSatan](https://avatars.discourse-cdn.com/v4/letter/c/b5e925/32.png) [@CopyOfSatan](https://aurora4x.com/u/CopyOfSatan)\
**Post date:** [October 29, 2026, 2:11pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/189 "2026-10-29T14:11:45Z")

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The race parameters “Population Density”, “Research Rate” and “Factory Production” can be set to negative values using SM.

A negative “Population Density” means that any colony has a Population Capacity 0.05m.

 ![Density](https://canada1.discourse-cdn.com/flex011/uploads/aurora4x/original/2X/c/c0027453f2ac34868502cc6295317c6711809410.png)

With a negative “Research Rate”, the number of remaining RP of researching technologies increases instead of decreasing. This consumes Wealth.

With a negative “Factory Production”, the construction of installations stops (new construction order). Factories are beginning to dismantle MSP, and shipyards are dismantling ships that was under construction. This increases Wealth.

 ![Production](https://canada1.discourse-cdn.com/flex011/uploads/aurora4x/original/2X/b/ba5d9da32fcc3608c9f4a98a0cb2496c0ee4a9e2.png)

It looks cursed.

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**Author:** ![LordPC](https://avatars.discourse-cdn.com/v4/letter/l/ba9def/32.png) [@LordPC](https://aurora4x.com/u/LordPC)\
**Post date:** [October 29, 2026, 7:49pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/190 "2026-10-29T19:49:38Z")

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Does dismantling MSP give minerals back? If so that might be useful.

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**Author:** ![CopyOfSatan](https://avatars.discourse-cdn.com/v4/letter/c/b5e925/32.png) [@CopyOfSatan](https://aurora4x.com/u/CopyOfSatan)\
**Post date:** [October 30, 2026, 3:06am UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/191 "2026-10-30T03:06:01Z")

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Yes, dismantling MSP and fuel returns minerals back.

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**Author:** ![GarenR](https://avatars.discourse-cdn.com/v4/letter/g/c5a1d2/32.png) [@GarenR](https://aurora4x.com/u/GarenR)\
**Post date:** [October 31, 2026, 10:43pm UTC](https://aurora4x.com/t/bug-reporting-for-v2-7-1/19/192 "2026-10-31T22:43:31Z")

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I’ve been getting a reoccurring issue where individual ships in a fleet will start to report low fuel whilst other ships of the same type continue to show significantly more fuel in line with the expected endurance of the ship in question. All ships in the fleet have been given the same refuel and resupply order and have completed a reload before the low fuel warning is triggered. This seems to happen somewhat at random.

Screen shots of an example of the issue below

 ![Fuel Issue 311026](https://canada1.discourse-cdn.com/flex011/uploads/aurora4x/original/2X/d/d91d75b765416e1e58524ff5db7dc0fc4b2073c2.png)

 ![image](https://canada1.discourse-cdn.com/flex011/uploads/aurora4x/original/2X/1/121aefd5e6d8da7e406c6f9ffbc0be3811e323dc.png)

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