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v3.2.0 - Aurora 3.2 support

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@rubybrowncoat rubybrowncoat released this 07 Nov 16:47
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Drop aurora-electrons-3.2.0.exe into your Aurora folder, next to AuroraDB.db, and run it; for Aurora 3.x saves

Saves
✨ Aurora 3.0, 3.1 and 3.2 saves all open. The three share one database layout, so the app reads them as one line, and About says "For Aurora 3.x saves"
👌 A 2.7 save gets the Unsupported save card, which points to v2.7.11. That release stays the one for Aurora 2.7, and v0.11.0 reads saves from before 2.7

Colonies and terraforming
✨ Colony cost for species that breathe methane, ammonia or sulphur dioxide, each with its own water and ice terms, on the Colonization Planner and Colony Outlook
✨ Bodies carry the LG, LGR and N gravity marks on the Colonization Planner
✨ Terraforming blueprints account for orbital dampening on eccentric orbits. When no target holds over the whole orbit, the plan says which temperature limit is left
✨ A colony on an eccentric body shows its one-year Aestusium and Frigusium temperatures beside the current one, as the game's Environment tab does. A plan can add pressure or water to narrow the swing
✨ Colony Outlook counts crowding by every race on the body when it projects growth, and applies the species growth modifier only to positive growth
✨ Mine bootstrap takes terraforming capacity from the fleets at the colony. A fleet that is away adds nothing
👌 Production keeps a terraforming job with no target on the list as ongoing work, with no finish date

Minerals
✨ Mineral Breakdown has a Civilian mining by system panel with each system's active, available and blocked sites, income and expenditure. It says so when the game has civilian mining switched off
👌 Minerals no longer offers a body with orbital miners or a Mass Driver as a civilian mining site, and a known alien colony blocks the site too
👌 Mineral Outlook puts purchased civilian output into the colony's own stock up to its reserve, and only the rest goes out by packet

Ships, design and industry
✨ Light naval craft of 20 HS or less get the full captain bonus, and Commanders has a Light naval ships view that ranks captains by Light Tactical
✨ Industry counts Light Naval Factory capacity and lists Engineering, Ordnance and Ground Unit projects with their costs and minerals
✨ Industry shows each task's Use Components setting and the build points and time it saves on stations and light naval craft
✨ Shipyards lists Light Naval Shipyards and the classes that fit them, and a repeating task shows how many hulls it has left
✨ The platform forecast on Shipyards counts stored components for the whole batch. Five platforms that need ten alien mining modules will not start with two in stock
✨ Designed Tech shows a class's Ordnance Factory Modules and its ordnance a year, and a colony's ordnance capacity adds the modules in orbit
✨ The Missile Designer offers the Lurker type, and new designs no longer get a ground pod option
👌 Electronic hardening adds no cost to sensors and fire controls on the Sensors page
👌 Commanders marks a Senior CO ship and looks for its captain one rank above the class's requirement
👌 Commanders no longer filters science officer and captain candidates by commercial or military class. Restored commanders show as active, and rescued commanders of the race are not listed as prisoners
👌 A naval administration command counts its commander's Light Tactical the way it counts Tactical
👌 Empire History keeps fractional hull spaces when it adds up tonnage

Positions, routes and logistics
✨ Fleets, waypoints, wrecks, life pods and missile salvos at a Lagrange point move with the point on Route Finder, Hauling and Fleet stations. Route Finder shows each fleet's Lagrange point mode
✨ Body positions on those pages step through the game's own orbit updates at the save's sub-pulse length
✨ Logistics has an Empire summary view laid out like the game's Empire Logistics tab, with its eight sort orders and the REF, RES and ORD marks
👌 Hauling gives the game's loading time at a colony with a spaceport and a Logistics officer, treats a ship with no working shuttle bay as having one, and gives the Load All Ship Components order a handling time
👌 Lagrange Points leaves ships without crew out of stabilisation and says "Stabilisation blocked, no crew aboard"

Research, events and intelligence
✨ Game Log names every event type of the 3.x games with an icon, Game Saved included, and marks interrupting events (I)
✨ Game Log marks the events the race hides as "Hidden in the game", and its foot gives the span of events the save keeps instead of assuming five years
✨ Intelligence sorts alien ship classes into Military, Commercial, Light Naval and Unknown, and shows how many prisoners have been processed toward communication
✨ Intelligence shows each alien race's colour and, for each system, whether its hostile-contact interrupts are silenced
✨ Finances lists spending on Engineering, Ordnance and Ground Unit Projects and the wealth Lost to Independence
✨ Technologies counts banked partial progress and marks ruin-only technologies and those missing a prerequisite as not researchable. Landing dates read "about", because the game finishes research at the next increment
✨ A race that runs no research projects gets no idle-lab warnings, and Technologies says why
✨ The Recovery ledger on the Galaxy Map keeps a partly salvaged wreck, names a pod or wreck by the body or Lagrange point it sits at, and marks pods that carry officers but no crew, such as "no crew, 2 officers"
✨ Survey Progress shows a ground formation's role, chart symbol, echelon and naming setting

About
👌 Credits and Contribute start folded, and a chevron beside each title opens it

Fixes
🐛 Research rates and finish dates on Production and Technologies include the race's research factor for the field. Earlier releases left it out
🐛 Idle-lab and dead-project warnings no longer fire when the game assigns the labs itself at the next increment
🐛 Maintenance supply output no longer drops to 0 MSP a year when a facility count is stored a hair under a whole number. A count stored as 0.9999999999999999 now gives 200 MSP a year where earlier releases gave 0
🐛 Finances shows a computer-run shipping line receiving half of what is left of the fare after tax. On a fare of 12 with 3 tax that is 4.5, where earlier releases showed 6

Known limits
🚧 55 formulas are not yet checked against Aurora 3.2, and their figures carry the Estimated mark. Among them are training and industry completion dates on Production, queue demand on Mineral Outlook and Hauling cycles. Checking them is planned for 3.2.1
🚧 A position forecast that needs more than 100,000 orbit updates keeps the saved position and marks it Unknown in the position note. If the save was last advanced in 5-second sub-pulses, that limit falls under 6 days ahead. Will review in 3.2.1

Feedback and updates: https://aurora4x.com/t/aurora-electrons-looking-inwards-v0-9-14/1177