Avorion

Avorion

Cosmic Overhaul [Obsolete]
 This topic has been pinned, so it's probably important
Stormbox  [developer] Aug 24, 2024 @ 9:21am
Bug Reporting & Incompatibilities
Please post crash logs or other useful logs if possible.
Be as informative as you can when reporting bugs or Incompatibilities.

I can't make any promises that I will be able to fix them though, but I will do the best I can to patch them up!

Current Mod Incompatibilities:
  • Overhaul Mods that make major changes to the game. Read their changes and make your best judgement if my mod and theirs will work or not.
  • Any mod linked/mentioned in the mod description as they have obviously been integrated into this mod.
  • Turrets Price -10x (ArmedObjectPrice function borks scripts in my mod.)
  • Easy Turret Factory Blueprints (Heavily modifies turretfactory.lua which borks scripts in my mod.)
Last edited by Stormbox; Oct 19, 2024 @ 9:49pm
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Showing 1-15 of 27 comments
CaptainMojojojo Aug 24, 2024 @ 5:04pm 
Moved from comments:
Also i think I found an incompatibility/bug. I noticed after adding this that my merchants trade boxes had decreased significantly from vanilla. I made a change to the tradecommand.lua to remedy it but I was too lazy to trace to see if it was the actual problem or if the merchant class calc was was the problem but i essentially just updated line 239 from "local squareBase = 10 + bonus" to "local squareBase = 17 + bonus". I am also running a captain mod Oh My Captain, so it could just be a conflict with that. Hopefully that is helpful!
CaptainMojojojo Aug 24, 2024 @ 5:14pm 
Yeah I am unsure of the math behind the calculation in detail. I could only assume that the base being 10 rather than 17 because it needs to be lower in order to account for non-merchant captains. And it is totally possible it is a mod conflict but i don't have many big mods that affect captains and orders other than Oh My Captain (purely ascetic i think) and "1.0 Orders and looping". Maybe there is an incompatibility with the captain determination? I did just test it and it seems to think my non-merchant captains get the 17 box (so it is reducing and probably should be lower than 17 base square) so maybe it is the boost from the merchant type just isn't getting it back up to 17 correctly? Or maybe it's not recognizing the merchant type? Unsure. I'm not very good with lua.

Prior to my edit my merchant ship were getting ~12x12 boxes though which was rough
KnifeHeart Aug 25, 2024 @ 12:55pm 
Do you know if your universal bulletin board breaks the black market missions? Another mod I found earlier that did the same thing seems to.
Stormbox  [developer] Aug 25, 2024 @ 1:26pm 
Originally posted by KnifeHeart:
Do you know if your universal bulletin board breaks the black market missions? Another mod I found earlier that did the same thing seems to.

I personally haven't experienced issues. But that could be just me. Since I only tested this mod with a small mod list.

But I'll look into it again and see if it does break anything related to black market missions and patch it up if necessary.
KnifeHeart Aug 25, 2024 @ 1:34pm 
black market missions are vanilla - no mods.
Stormbox  [developer] Aug 25, 2024 @ 3:35pm 
Originally posted by KnifeHeart:
black market missions are vanilla - no mods.

Oops. I meant as in anything that may interfere with the mod functioning.
Just to make sure I did check the code again and found something I didn't like, so I'll be pushing out an update in a bit.

Started the black market chain quest line and checked smuggling stations and they do give out missions.
Roballa Sep 1, 2024 @ 3:46am 
Hi, thanks for the Mod! Is it possible, that the Stations do not give you money anymore?
They buy stuff, but it does not generate income when items get consumed. Bug?

EDIT: I added the code from another consumer mod and now it works.
Last edited by Roballa; Sep 1, 2024 @ 5:01am
Stormbox  [developer] Sep 4, 2024 @ 2:21pm 
Originally posted by Roballa:
Hi, thanks for the Mod! Is it possible, that the Stations do not give you money anymore?
They buy stuff, but it does not generate income when items get consumed. Bug?

EDIT: I added the code from another consumer mod and now it works.

Let me look into it. If it does for some reason "disable" income i'll revert the mod to it's previous version before the addition of this new "Economy" feature. Apologies for the late reply, been busy doing other stuff IRL.
Stormbox  [developer] Sep 4, 2024 @ 2:34pm 
Originally posted by Stormbox:
Originally posted by Roballa:
Hi, thanks for the Mod! Is it possible, that the Stations do not give you money anymore?
They buy stuff, but it does not generate income when items get consumed. Bug?

EDIT: I added the code from another consumer mod and now it works.

Let me look into it. If it does for some reason "disable" income i'll revert the mod to it's previous version before the addition of this new "Economy" feature. Apologies for the late reply, been busy doing other stuff IRL.

I just checked and it things seem OK at least for me. A coal station sold coal without issues and generated income. But, I'll continue testing this out just to make sure though.
BlackShadow5738 Sep 6, 2024 @ 1:56am 
Hi! Love the mod! But I've found that this makes it so stations consume their consumable goods without paying out the money.
My current issue: My chemical factory supplies acid and solvent to my coal mine, my coal mine removes the acid and solvent from its inventory, consuming it, but doesn't pay out the money for it, and no message about it is created. It still sells coal just fine however.
I did enable buy consumable goods from traders, but this did not change anything. I don't have the 'buy goods from others' checkbox enabled.
I have also noticed that this issue applies to my repair dock too, which is being supplied oxygen and steel, which it happily consumes, but doesn't pay out when it consumes them.
Stormbox  [developer] Sep 6, 2024 @ 4:41am 
Originally posted by BlackShadow5738:
Hi! Love the mod! But I've found that this makes it so stations consume their consumable goods without paying out the money.
My current issue: My chemical factory supplies acid and solvent to my coal mine, my coal mine removes the acid and solvent from its inventory, consuming it, but doesn't pay out the money for it, and no message about it is created. It still sells coal just fine however.
I did enable buy consumable goods from traders, but this did not change anything. I don't have the 'buy goods from others' checkbox enabled.
I have also noticed that this issue applies to my repair dock too, which is being supplied oxygen and steel, which it happily consumes, but doesn't pay out when it consumes them.

I have reverted the mod to its previous version. So it should be good now.

I'll bring back the feature in the future after fixes and testing. :spiffo:
nut Sep 7, 2024 @ 6:36pm 
Hey! Loving the mod so far. My buddy and I have been using it for 30+ hours on a server we have running. But issuing command operations (mine, salvage, sell, etc) no longer works. The server log is stating something along the lines of "... Avorion moddata NyrinsMapCommandMod.moddata: No such file or directory.
T:8
Object: 12ServerPlayer
Execution Context (inner to outer):
#0: Simulation.startCommand data/scripts/player/background/simulation/simulation.lua could not execute function 'Simulation.startCommand' in "data/scripts/player/background/simulation/simulation.lua"':


and so on and so forth. Found it was your mod when later on in the log the mod ID of 3315794988 shows up.

Thanks.
nut Sep 7, 2024 @ 6:53pm 
Originally posted by nut:
Hey! Loving the mod so far. My buddy and I have been using it for 30+ hours on a server we have running. But issuing command operations (mine, salvage, sell, etc) no longer works. The server log is stating something along the lines of "... Avorion moddata NyrinsMapCommandMod.moddata: No such file or directory.
T:8
Object: 12ServerPlayer
Execution Context (inner to outer):
#0: Simulation.startCommand data/scripts/player/background/simulation/simulation.lua could not execute function 'Simulation.startCommand' in "data/scripts/player/background/simulation/simulation.lua"':


and so on and so forth. Found it was your mod when later on in the log the mod ID of 3315794988 shows up.

Thanks.

Update - I added a "moddata" folder in the directory Appdata/Roaming/Avorion/moddata, which wasn't previously there. Upon starting an operation, like salvaging, the NyrinsMapCommandMod.moddata file was created and operations work again. I don't know ♥♥♥♥♥♥♥♥♥ about running servers or modding so I'm kinda astounded this worked. Not sure if its a stop gap fix though. Guess I'll see.
MaldovaMods Oct 11, 2024 @ 5:54pm 
Originally posted by nut:
Originally posted by nut:
Hey! Loving the mod so far. My buddy and I have been using it for 30+ hours on a server we have running. But issuing command operations (mine, salvage, sell, etc) no longer works. The server log is stating something along the lines of "... Avorion moddata NyrinsMapCommandMod.moddata: No such file or directory.
T:8
Object: 12ServerPlayer
Execution Context (inner to outer):
#0: Simulation.startCommand data/scripts/player/background/simulation/simulation.lua could not execute function 'Simulation.startCommand' in "data/scripts/player/background/simulation/simulation.lua"':


and so on and so forth. Found it was your mod when later on in the log the mod ID of 3315794988 shows up.

Thanks.

Update - I added a "moddata" folder in the directory Appdata/Roaming/Avorion/moddata, which wasn't previously there. Upon starting an operation, like salvaging, the NyrinsMapCommandMod.moddata file was created and operations work again. I don't know ♥♥♥♥♥♥♥♥♥ about running servers or modding so I'm kinda astounded this worked. Not sure if its a stop gap fix though. Guess I'll see.


Hey I am still getting this error. I already have a moddata folder in the place it is looking for one. Any other fixes?
Bobkat Oct 15, 2024 @ 12:29pm 
Cosmic seems to show an "incompatibility" with Equipment Replicator (Yes, I likely have butchered the name) 'Edit-The mod link was to follow why its not showing IDK'
[ https://steamcommunity.com/sharedfiles/filedetails/?id=2767938251 ], as the option to use the replicator is absent from the docks. I suspect that both mods overwrite the same code and Cosmic has a higher priority.
Last edited by Bobkat; Oct 15, 2024 @ 12:29pm
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