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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!
Prior to my edit my merchant ship were getting ~12x12 boxes though which was rough
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.
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.
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.
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.
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?
[ 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.