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Valhar2000

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  1. I am using version 0.13 of Avorion now, and it looks like the devs have fixed the problem themselves (at least partially). My independent-targeting turrets and my autonomous salvaging ships now salvage a lot of smaller wreckages that they used to just ignore.
  2. I can confirm that using rock to increase the mass of a station works well enough. I was able to determine that my stations drift because NPC ships sometimes crash into them, and sometimes the get stuck trying to fly but unable to avoid one of my stations, so they end up pushing the station hundreds of kilometers. Yesterday I found and NPC ship doing this to one of the stations that I had added rock to, and I found that instead of pushing the station at a speed of 150m/s as before, it was pushing it at a speed of 45m/s. This made it a lot easier to catch the problem before the station got really far away. After getting rid of the NPC ship, I added more rock to the station, so now it will be even more difficult to push. So, if you are reading this because your stations are getting pushed around, follow this advice: add lots of rock to it! Rock is cheap and heavy, so it works very well to add weight to a station that you don't want moved.
  3. Yesterday I did the obvious thing: I uninstalled the mod, had Steam check the integrity of Avorion's local files loaded up a save game to make sure nothing was broken, and then installed the mod again. After that, everything worked as expected, and I was able to command 3 cargo ships to haul goods. Strangely enough, I do get the same messages I was getting before, but the cargo ships work. Thanks for the help!
  4. Are you also on version 0.13? If you are, have you tried creating a new ship, and then ordering it to haul goods? The ship I have that works was created in a previous version, whereas the one that doesn't was created in v0.13.
  5. There is something new that happens after using your file. I get the following error message, as well as the ones I already reported: could not execute function 'CraftOrders.onHaulGoodsButtonPressed' in '"data/scripts/entity/craftorders"': data/scripts/entity/craftorders.lua: 146: attempt tp call global 'checkCaptain' (a nil value) stack traceback data/scripts/entity/craftorders.lua:146: in function <data/scripts/entity/craftorders.lua:139> Perhaps I should mention that I am using version 0.13 r9105 of Avorion. Maybe this is the update that changes Entity Indeces to UUIDs?
  6. Thanks for that. Unfortunately, it doesn't make any difference. I get the exact same error messages.
  7. Thanks for replying. I used the original mod. Did you make your version available for download somewhere, or were you referring to the code snippets you published in your posts on this thread?
  8. Thanks! This does seem to work, so far. I didn't realize that rock was so cheap, in terms of materials. It is relatively easy to add a lot of mass to a station using rock.
  9. I was able to use this mod to automate one cargo ship, but it will not work with a second cargo ship I created. When I try to run the command "/haulgoods start" with the second ship selected, I get the following in the console: could not execute function 'Traders.update' in '"data/scripts/sector/traders.lua"': data/scripts/sector/traders.lua:128 attempt to index local 'g' (a nil value) stack traceback: data/scripts/sector/traders.lua:128: in function <data/scripts/sector/traders.lua:39>
  10. Ever since update v0.12, which keeps sectors with player ships in them loaded, I often find that my stations will sometimes drift very far away from their original position. The latest one drifted 800km away, and was still moving at a steady 120m/s before I gave up trying to find it and push it back, and instead restored a backup of the save game. Is there anything that can be done about this? Can I build my stations in such a way that they will stay put? Can use a cheat to relocate a station, or edit the save files to change its position?
  11. This doesn't seem to work with v12. There are still wreckages that do not have a material associated with them, and are not targeted automatically by salvaging turrets; no noticeable difference between using this mod and not using it.
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