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Solar Power plants are not available in "dusty" sectors (nebulas).
Toxic Waste Power Plants are used there instead.
It should get more interesting with 3.0 release not-sure-when this year.
Asteroids won't respawn - and while it may sound like a bad thing, there's really no way of running out of resources.
In short, deep space contains extreme amount of resources - those can be mined quickly manually or by mining loops,
but captain missions still provide infinite resources the "vanilla way", in case you run out locally and don't want to move anywhere else.
This is correct for bought maps and scouting missions.
Some stations only generate when jumping into a sector,
and their exact type is unknown unless that happens.
Any station that sells carrier fighters might have them. It may be that those are rare in your location, so try to make your own at fighter factories instead.
In geneal, some stuff can be rare in some regions.
- Shipyards for Hangar Bay
- Repair Docks for Core Module: Carrier
- Both for Transport Module (fighter loot collection)
That mod ( More Traders ) seems to break TradingUtility script.
Author has an error at (Line 11) @ [tradingutility.lua] which removes all changes other mods have made to that file. That's why you see an error related to "TradingUtility.AssignTradeRoute" - it's just gone.
On a side note - Xavorion already has increased merchant traffic, no need and no point in using other mods for that.
From More traders author ( i am not a programmer)
xamlo: I assume that the modification of the merchant ship by the Havorion mod does not happen for all the ships of the station, but only for one. When the second ship arrives, it turns out to be unmodified and problems occur when trying to calculate it
2G33K4U: so it is like a phantom ship?
xamlo: No. I'll explain now. 'AssignTradeRoute'
This is a function from Havorion. it modifies the path of the merchant ship to the station, as I understand it. But for it to work, all merchant ships must be modified by this mod (the author adds attributes to them, as I understand it). Apparently, he did not take into account that there can be more than 1 ship and then they do not all receive these attributes. As a result, when trying to call the function, the server gets an error
xamlo: 107:
local _bSuccess = TradingUtility.AssignTradeRoute( Entity(), Sector(), AIPatrolMerchant.RNG )
xamlo: i thing AIPatrolMerchant.RNG is null
Greetings I have a mod i like to use . More Traders id=2874770991 It would seem that Sectors has an issue with it. and throws up a lot of errors. "
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: AIPatrolMerchant.updateServer C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua
could not execute function 'AIPatrolMerchant.updateServer' in '"C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua"':
C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua:107: attempt to call field 'AssignTradeRoute' (a nil value)
stack traceback:
it would seem that it points to patrol.lua and not being able to handle more than 1 trader.
Extended Faction Packs, as long as faction packs you use have stations.
If not, generated ones will be used.
Scanning for others packs with stations to fill in gaps is probably not a good idea anyway.
not only do you have to find a secor with nebular... but it apparently ALSO has to have an economy that permits building a gas collector in the first place?
thats... obnoxious
Yeah, I've coded this - It's better to have "???" than misleading names of stations that dont exist there. Mission/Faction Map uncovered sectors should show Shipyards, Repair Docks, Scrapyards and Resource Depots.
For full information, sector has to be scouted(actual ship jump there) or visited yourself.
Sectors have economy type visible from galaxy map, so its easier to find stations you need in general, without maps or scout mission.
All modded upgrades that can work, will appear at Trading Stations, "Imported Upgrades" tab.
Same with modded weapons.
If those cause other errors, or dont appear there - not much I can do about that. Support for other mods has been added some time ago, as much as it could be.
No worries just thought I would let you know. Loving how the mod is turning out. Especially being compatible with more and more things.
Thanks, I'll need to dig into that code. Might take some time though
if Shipyard.bUseMoney and Shipyard.bUseMoney == true then
When unless I am not understanding something is redundant as you are just checking the same variable twice. Shouldn't it be
if Shipyard.bUseMoney == true then
This effects shipyard.lua lines 150, 500, 516, 829, 1068 and 1084
shipyardAdvanced.lua lines 65, 416 and 432
shipyardExtended.lua lines 40, 279 and 295
I tried searching through the mod but couldn't find anything that would be causing that but it does line up. And he said it only happened with both mods active. So I am assuming it is something that XAvorion is overriding/changing. Since XAvorion has code that is only used when Advanced Shipyards is also present.
I wanted to make a ship and scaled it down to 65%, according to the UI I should have had enough credits. But when I went to build it it said I needed 10mil more. For reference according to the UI I only needed 2.5mil but when buying it wanted around 12mil.
When set to 100% the amount I needed and the total cost lined up.
Pirating each other sounds pretty close to what I'd expect from them ;D
Not sure what you mean. Same as vanilla, pirate/xsotan sectors can appear in deep space.
Large pirate(ish) factions appear at higher difficulties, or Custom Scenario with low relation level selected.
Higher level means better price
Stations generate profit at default tax with active buy/sell. Number of traders is same, usually larger, than vanilla.
For larger profit, you want to export your stuff, and/or supply your station cheaply.
Manual trading is one thing, but you can set up trade routes to automate this.
With dynamic economy, single sector will saturate quickly.
Maximizing profit means finding and plotting routes that will supply multiple sectors, at similiar rate to their consumption.
Or, travelling far to look for new markets. Min/maxing with regional prices is another topic.
There's no single way to play with economy, that's up to you.
But trading is extremely profitable, with initial large income, and a certain stable level afterwards.
Microing with captain orders is not intended way of playing. But yeah, it's there.
Main mod is required, as listed in "Required Items" above. This is an extension to galaxy generator provided by main mod, so its not possible to use just sectors unfortunately.
Optional tweaks are available to make gameplay more vanilla-like, and you can opt out of Xavorion: Mining if you prefer base game approach.
This tweak changes material progression to vanilla distance to center:
https://steamcommunity.com/sharedfiles/filedetails/?id=3111351207
And this one makes resource depots work as vanilla:
https://steamcommunity.com/sharedfiles/filedetails/?id=3134809180
More information, optionals, and tweaks are available on main mod page.
All sub-mods have links to Collection for easy navigation and quick-installation.
In this way,I can repeatedly make money at this trading Station.
Thanks for reporting. That's a known issue with Scout Commands and Maps,
Research Stations can be found in Military and Technology sectors, same as Fighter and Turret factories.
Here's a full explanation in Xavorion discussions:
https://steamcommunity.com/workshop/filedetails/discussion/2923179923/4031350196523220369/
No way, since its not a restriction. Player station building is directly taken from natural resources and economies of NPC factions.
I've had plans to create larger economy overhaul, just did not have enough time to finish it.
Leaving it as vanilla was much worse, a lot has changed already. So we have a solution that's "not great, not terrible"
Btw. merchants in populated sectors do buy/sell stuff, so it should be more profitable to build factories there. (And safer)
Yes, that was intended. Custom seeds are used all over the place in all generators.
Shops are stable to allow getting back later and buying excatly the stuff you wanted.
Special offer was meant for random stuff.
I am trying to use 'Rifted restock button' mod for merchants and noticed that for example in EngineUpgrades.lua file you are not using shop seed so each reroll (via button or by time) changes only special offer
Is it intended?
All your custom shops works in that way
That's the problem with mixing overhauls with other mods(overhauls like SDKs is even larger topic).
Those were created for base game, and amount of work to make them compatible is... a lot.
Would be easier to recreate everything from scratch really, but can't afford to do that.
On a side note, Xavorion changes make some of those mods not needed anymore.
Also, some may seem to work but will cause issues anyway.
It's really hard to tell without deep dive into code.
Currently, the only mod that may receive a support is Extra Missions by KinfeHeart,
but cant say how long it will take.
https://steamcommunity.com/sharedfiles/filedetails/?id=2054946409 -- didnt spawn sadly
https://steamcommunity.com/sharedfiles/filedetails/?id=2090446289 -- sdk refinery works
i think most of the SDK mod would be compatible exept the different gens but i did test it out whit the sdk refinery mod, the rebalance , static founding costs and the sdk xsotan replacement too -- but the xsotan replacement it somehow buggt due to latchers going like 30K m/s becosue theyre really small like drones have never ben destroyed one of them brb
------------EDIT-------------
but as far as i scoutet the sectors are really different in shape and threathlevel but i cant really play whitout my companion its so convinient the refiners subsystem mod did spawn at resource depots sadly my adventure companion not it would match to the detetors subsystems maybe you add it if possible dont know mutch about modding
This is intended - content distribution is very different, but much easier at the same time.
Modded upgrades/turrets will not show up anywhere, every station has its own selection of stuff.
--------------EDIT------------
nevermind i didnt look up the enclop yes they dont exist ok now i need to visit routhly almost evry station for stuff
do y know if the advanced companion subsystem that normaly only spawns at equipdocks can spawn somewhere if not im gonna need to disable the sectors again due to its function of the companion its a subsystem that combines all detetors and the lootrange as the radar range as well