Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In pure theory, that specific part where error occurs is using dofile() function - so it could fail due to filesystem access permissions on dedicated server.
But I'd suspect issues with specific faction pack - unless you're using only stuff from my collections like Brankor faction pack.
This error indicates that there's something wrong with one of your enabled faction packs.
It could be obsolete, but that's just a guess. This wasn't an issue before so there's no information about which one had issues.
The only solution I have is - to check your packs one by one... unfortunately.
But there's a chance that specific pack threw some errors earlier in log file.
@DreckzTV
Yeah, that's the reason why vanilla game does not include workshop ships, and why it's still an optional feature for Xavorion.
I've created collections of packs that work quite well with minimal performance drop - but that really depends on your machine.
Load time is noticeably longer for sectors with both dense asteroid fields and scrapyards. Other than that, it's usually fine.
Object: 13GalaxyScripts
Execution Context (inner to outer):
#0: initialize data/scripts/galaxy/server.lua
could not execute function 'initialize' in '"data/scripts/galaxy/server.lua"':
/home/container/galaxy/Xavorion/workshop/content/445220/3140194498/data/scripts/lib/factionpacks.lua:79: attem
pt to index local 'factionPack' (a nil value) stack traceback:
/home/ container/galaxy/Xavorion/workshop/content/445220/3140194498/data/scripts/lib/factionpacks.lua:79: i
n function 'initialize'
data/scripts/galaxy/server.lua:13: in function ‹data/scripts/galaxy/server.lua:7>
Server startup complete.
container@pterodactyl~ Server marked as running...
I've been testing sector load times and noticed that sector load times do become an issue with enough installed (even the optimized ones) and being choos-y is important.
I ended up disabling this mod and I feel like it ended up reducing sector load time and hitches especially when a craft warps in
i've been trying to use chatgpt to figure out solutions lol but just wanted to point it out!
Should work up to game version 2.9.9, without forcing it. Not sure why any warning would show up
Does this mod still work as of version 2.5.9?
Guessing i have to force it to enable the mod ingame.
This mod depends on full Xavorion overhaul, which replaces spawn system and galaxy generation to allow arbitrary faction packs. I see two possible issues you may have:
1. Some core part of Xavorion has been disabled, there are probably errors in console/log
2. You've enabled it on existing Xavorion save file, and factions you meet have already been generated at this point - so they still use vanilla procedural designs. New factions, far away in galaxy should use your enabled faction packs instead.
Any faction pack works
Thanks, there's not much I can do about that ship, but missions can be tweaked.
The ship in question: https://imgur.com/kOp2gmK
This one's from the lady adventurous mission but I've also gotten it in a couple ship transfer missions and seen a few military spawns that obviously got stomped by pirates.
I dont need to worry the Progression system is just different in Xavorion Extended.