Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
 This topic has been pinned, so it's probably important
LM13  [developer] Apr 21, 2023 @ 2:06pm
[Bugs] Report Thread
You can post bugs or odd behaviour questions here.


You can find your galaxy log files by navigating to %APPDATA% folder
( literally in Windows Explorer, or Run As app opened with [Windows Key + R] shortcut )

Server Logs location

%APPDATA%/Avorion/galaxies/[YOUR_GALAXY]/serverlog XXXX-XX-XX XX-XX-XX.txt
Last edited by LM13; Jan 12, 2024 @ 2:31am
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Showing 1-15 of 368 comments
kirb Apr 22, 2023 @ 7:14pm 
Mod appears to prevent the brotherhood's "Artifact Delivery" quest from spawning at all, or at least it is astoundingly rare.
Scenario=1
Seed=Ia8aCgblTe
Difficulty=1
HardcoreEnabled=false
InfiniteResources=false
PlayTutorial=false
CollisionDamage=1
SafePlayerInput=false
PlayerToPlayerDamage=true
LogoutInvincibility=true
LogoutInvincibilityDelay=30
ShipyardBoundBuilding=true
FullBuildingUnlocked=false
RepairingAlwaysAllowed=false
BlockOverlapExploit=false
PermaDestruction=false
DockingRestrictions=true
Barrier=true
Storyline=true
UnlimitedProcessingPower=false
UnlimitedShipSize=false
RelationLossFactor=1
RelationGainFactor=1
StartingResources=1
DamageMultiplier=1
InitialRelations=1
MapFactions=350
Rifts=200
ResourceAsteroidFactor=1
ResourceWreckageFactor=1
EventsFactor=1
PreciseAIAim=true
BlockDestructionThreshold=1.10000002
DevMode=false
ExplicitCallables=true
RiftMassFactor=1
RiftDamageFactor=1
BigWreckageDespawnTime=1800
SmallWreckageDespawnTime=900
MaximumFightersPerSectorAndPlayer=-1
MaximumStationsPerSector=-1
MaximumBlocksPerCraft=-1
MaximumVolumePerShip=-1
MaximumVolumePerStation=-1
MaximumPlayerShips=-1
MaximumPlayerStations=-1
MaximumAllianceShips=-1
MaximumAllianceStations=-1
MaximumAllianceShipsPerMember=-1
MaximumAllianceStationsPerMember=-1
MaximumBlocksPerTurret=250
BoardingAllowed=true
MinimumCraftSize=0
MaxShipVelocity=0
PlayerInventorySlots=1000
AllianceInventorySlots=1000
Version=2.3.1
sameStartSector=false
xsotanInvasionSectors=5
startUpScript=data/scripts/server/server.lua
startSectorScript=startsector
motd=
Hanata Jun 22, 2023 @ 9:09am 
Boss swoks spawn attempt crashed our server...

data/scripts/lib/story/swoks.lua:21: in function 'spawn' data/scripts/player/story/spawnrandombosses.lua:116: in function 'spawnSwoks' data/scripts/player/story/spawnrandombosses.lua:76: in function 'trySpawningSwoks' data/scripts/player/story/spawnrandombosses.lua:45: in function <data/scripts/player/story/spawnrandombosses.lua:39> Sending crash report ... Crash report sent successfully!
LM13  [developer] Jun 22, 2023 @ 9:25am 
Originally posted by Angel:
Boss swoks spawn attempt crashed our server...

Fix has been published for Fleet Generator.

A typo in code,
Thanks a lot.

#EDIT:

I noticed, that bosses can spawn as weaklings. This may take longer than fixing a crash.
Last edited by LM13; Jun 22, 2023 @ 9:31am
Hanata Jun 22, 2023 @ 10:14am 
Originally posted by LM13:

A typo in code,
Thanks a lot.

#EDIT:

I noticed, that bosses can spawn as weaklings. This may take longer than fixing a crash.




Thanks a lot, we'll make sure to play the mod more and report you any bugs we come across.

Speaking of: Try and put repair laser on a Captain piloted ship and tell it to repair you. I don't think it can be fixed because of Avorion's general spaghetti AI code but it looks funny.

Haven't run across swoks but we'll keep you updated.
LM13  [developer] Jun 22, 2023 @ 11:30am 
Greatly appreciated

I tried repair laser, but all I see is a classic "i will repair if you happen to be in right direction and I feel like it" : D
In theory, I can fix AI now - but it is still tedious. I'd rather not touch vanilla stuff that kind of works.
mareczin Jun 23, 2023 @ 4:10am 
Xavorion: Formations

After jump via gate ships stop following leader ship. With jump all working fine.
LM13  [developer] Jun 23, 2023 @ 4:20am 
Thanks, I'll look into this - that feature was working, means i broke something again : D
🦊 Hermit Jun 23, 2023 @ 6:06pm 
Um, I'm having an issue just activating the mods, before even jumping into a game. Seems to be saying the core mod is conflicting with one of the modules...

https://steamcommunity.com/sharedfiles/filedetails/?id=2993739984

I deactivated all the non-xavorion mods to make sure they were not causing the issue, and I even went into the 445220 folder in Steam's Workshop directory to delete all the files and force them to redownload. Still got the same error even after doing that.

EDIT: Check that, I just noticed that the Ships Extended mod is now classed as obsolete. Sorry my bad, didn't see that before.
Last edited by 🦊 Hermit; Jun 23, 2023 @ 6:10pm
LM13  [developer] Jun 23, 2023 @ 6:15pm 
No problem, i'm glad that failsafe worked, though in-game mod description should be updated for ships extended to clarify. Thanks
Hanata Jun 24, 2023 @ 7:34am 
Report 1
Context: 24/7 running Xavorion server with few visual mods.

What I did:
- Left my ship mining and my game running for 2 hours.

What happened:
- 104 Border Patrol ships of [Generic Faction Name here] in Non-Border sector. And the sector is basically now running at whopping 20fps on high-end PC.

I'm pretty sure they'd keep spawning if i left my game on for longer.

Report 2
I am not paying 245mil credits for a trinium mining laser (At resource depot and Equipment station) when I can buy xanion one for 600k.

suggestion [/b]

Please make scrap markets more common or make them a guaranteed spawn at Scrapyard sectors.
Per 100 visited sectors we'd found 3 scrap markets. Considering the fact that what stations sell is directly tied to what Tech level the sector is, we are stuck with Tech-2 scrap markets and it makes early game tedious, not really challanging.
Hanata Jun 24, 2023 @ 7:37am 
DM me for screenshots if you need them.
LM13  [developer] Jun 24, 2023 @ 7:41am 
#1: Oh no... this has been fixed for civilians, never seen Border Control being affected.
#2: This has been fixed today with Station Founding
#3: Scrap Markets, this seems to be extremely tied to seed, I've seen them as too common and removed a guaranteed match for scrapyards. I'll fix that

Out of curiosity - Iron turrets at higher tech levels should be much cheaper than other stuff.
It does not work as it should I guess?
Hanata Jun 24, 2023 @ 7:46am 
Originally posted by LM13:
Out of curiosity - Iron turrets at higher tech levels should be much cheaper than other stuff.
It does not work as it should I guess?


No, it works, at least for Tech-4 Scrap Market (SM From now on) i see Iron Tech-3's for 3k credits, compared to Trinium Tech-3 for 30k.
🦊 Hermit Jun 26, 2023 @ 7:27am 
Quick query - is it normal behaviour for the starter ship, when charging it's hyperspace jump, to stutter for a split second every so often, causing the hyperspace charge to decrease slightly and making jumps take a few seconds longer than they should?

It's as if I hold space to start the jump, then suddenly let go of space for a fraction of a second, then press it again, then let go again, etc. The jump does eventually fully charge and go through as the 'pressed' times are longer than the 'not pressed' times, but it does delay jumps a bit, and when it's doing it every time you hop from one sector to another it can start to become a little frustrating.

I'm not out of energy - the energy usage of the jump is much higher than the ship can produce, but the battery is not yet drained so it has plenty in storage to complete the jump. And I don't see this behaviour in normal Avorion gameplay, it's something I've only seen with this mod.
LM13  [developer] Jun 26, 2023 @ 7:37am 
Yeah, that's something I noticed and suspect a client-side frame lags to be the cause.
Performance optimization is my priority right now, not sure how much exactly I'll be able to improve, but it is in progress.

It is like the game is dropping keyboard input, I think it matches spikes in Client frame times ( a graph can be enabled in game settings to see what is happening )
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