I've been playing the game for a week or so now, and after a few days, I thought I'd try my hand at designing some ships for myself. I'm not the most creative person, so my designs aren't very good and I stole a lot of elements from the core designs - which aren't upgradeable, so I tried my best to reverse-engineer them from observation to my chagrin. So I had a handful of ship designs.
Then I realised that if a ship had tech on it that I had yet to acquire, I wouldn't be able to access my design! So, no biggie, I figure. I'd just remove all the high-tech parts off my ship design. Unfortunately, it seems that the game "remembers" the highest tech components you've EVER had on that hull, which carries over even if you strip all the components off and resave it. I don't know if this is intentional or not, but the tech requirements for my empty Colonizer hull include stuff like "Warp Engines" according to the .shipclass file. That made me quite unhappy, as I had to redesign all my hulls for repeated usage.
But I did so nevertheless, salvaging some designs I hadn't used. So now my plan was to keep the base hulls around and upgrade them with components whenever I actually wanted to build a ship. Now I didn't want to make Colonizer I, II, III, IV, V etc, etc, because, well really, when would I ever use all five versions at once? And even then, I would prefer to re-optimize my ships manually, based on the technologies I had on hand and the particular situation I was in, so in one game I could have more support units on my Colonizer and in another more engines, or have shields on my Raptor II or another Laser instead. I didn't want to make hundreds of versions of my Raptors, with lasers, missiles, mass drivers, shields, point defense, armor, and engines so I could best utilize whatever tech level I was at in that particular game.
This is all a long-winded way to explain why this bug matters, to me, anyways. So I have the Hull (Colonizer) design. Whenever I want to build a colony ship, I select it, hit Upgrade, add a Colony Module and whatever else I want, then I would hit Save, and name it "Colonizer." Always "Colonizer." If I got more tech, I'd create upgrade the old Colonizer into a new design, but I - and this may be important - would NOT upgrade the old versions of it that I may have had about.
What happened, in-game, was that after a while, I started crashing every time I tried to save a new Colonizer. I couldn't figure it out until I went to look at my ships directory, and there I saw: S0_UD_Colonizer0.shipcfg ... S0_UD_Colonizer10.shipcfg. I deleted those files, went back into the game, and everything worked again. It seems that after 10 versions of ships with the same name, at least doing it the way I described, the shipyard will crap out on you, because it can't create .shipcfg11, which isn't a bad idea, because you certainly wouldn't want .shipcfg9847588391000441.
But anyways. Those are the couple of bugs I've run into. I imagine the first one could be fixed by saving .shipclass files with the design's CURRENT level of tech, rather than it's max historical level. It's not as big an issue, I think, as the second issue though, which could be resolved in a couple of ways, depending on why the .shipcfg files are piling up. Is it because I didn't upgrade all my ships, so the game has to keep date on the older version about? Or do the files just accumulate anyways, in which case maybe they shouldn't, or old ones could be cleansed regularly?