Jump to content

DK

Members
  • Posts

    3
  • Joined

  • Last visited

DK's Achievements

0

Reputation

  1. Well judging on an a -very- quick initial test of downloading the updated mod from GitHub and dirtily smashing them into the /data and /mods folders, it looks like you fixed it! I'll do more thorough testing though. Issues : 1) I have immediately noticed is that complex's do not have the `Buy/Sell Goods` menu item until one of the other menu options is chosen on the complex first. This resets each time you enter a new sector it seems. Doesn't seem breaking at the moment, I've had traders sell to complex's that I've not opened the menu for when jumping into the sector. 2) There is no chat notification that your complex's are buying or selling any items from traders. However there is a resource change notification and faction status change notification on the right of the screen when the complex's buy and sell. 2a update) There -is- a chat notification of complex station buy/sells if you are out-of-sector, but conversely there is -no- resource or faction notification on the right side of the screen. 3) I've had a couple of empty trade ships dock with a complex that does not buy goods. This complex has max stock of energy cells, yet zero stock of both other sellable items, warheads and scrap metal. 4) Existing complex's built before installing the mod do not seem to trade. This however could be because both existing 'old' complex's in my game are built in empty sectors and you've addressed this in your previous post. 5) Extending on 4) In an empty sector with an 'old' mine and an 'old' complex, the mine trades but the complex does not. This seems to indicate that the script 'traders.lua' is present(?). The complex is old however and existed before updating the mod. I'll let you know if I encounter any breaking bugs and I might put a pull-request in for item 2) above if I get time to investigate more. Cheers for fixing it so fast ! :)
  2. I have tried the following : Uninstalled Avorion from Steam Navigated to the install directory and manually deleted it (clearing up any leftover uninstall artifacts (the mod folders were still installed)) Installed Avorion from Steam Created a copy of data/scripts/lib/tradingutility.lua called tradingutility.lua.original.backup Installed the mod Created a copy of data/scripts/lib/tradingutility.lua called tradingutility.lua.complexMod.backup Copied the original tradingutility.lua back over the top of the modded tradingutility.lua Edited the tradingultility.lua lines 26 and 27 (added comma and reference to complexFactory.lua script): local scripts = { "/consumer.lua", "/seller.lua", "/turretfactoryseller.lua", "/factory.lua", "/highfactory.lua", "/basefactory.lua", "/midfactory.lua", "/lowfactory.lua", "/tradingpost.lua", "/planetarytradingpost.lua", "/casino.lua", "/habitat.lua", "/biotope.lua", "mods/complexMod/scripts/entity/merchants/complexFactory.lua" } Booted up the game. Confirmed no script errors in the console and that my existing platinum/gold mine was still trading (selling) with NPC traders. NPC trader faction relations are 'Excellent' but over 11 jumps to the nearest occupied faction territory station. Jumped to an empty sector next door. Spawned in a ship using /run Entity():addScript("lib/entitydbg.lua") Founded a Solar Panel plant. Edited build to use the Modular Station : http://steamcommunity.com/sharedfiles/filedetails/?id=1178447686 As soon as the station was founded, a warning was written to the console : Warning: Couldn't add script from stream: index is already taken Station started production of energy cells as expected. Spawned in another ship and founded a Scrap Metal factory. Got the same warning in the console as above. Used the Complex Manager on the Solar Panel plant to merge stations. UI of Complex Manager seems ok, production rate and goods for sale detected successfully. The combined station produces resources up to the assigned limit. The Buy/Sell Goods menu is correctly populated too, with the correct stock. Sat idle in sector with the complex station. Endured a couple of pirate attacks. Received notifications that the mine in the adjacent sector was still trading (selling) with NPCs. No traders have since visited the new empty sector with the complex station. Is there a way I can up the logging level to the console to try and get more information for you ? Notes : I am using an existing galaxy that I backed up before installing the mod - no complex stations exist, just the mine. The complex station does not have a full compliment of crew and is suffering normal damage over time due to lack of maintenance. The complex station does not have a captain. The station is set up inside of the barrier at [-32,40] The sector was initially completely empty of all entities. No asteroids, no wrecks, no containers etc. Can confirm that the config still has 'config.enableNPCTrading = true' I have tried removing all existing docks from the merged complex station, exited build mode, entered build mode again and reapplied a single dock. Aside : Config file has the version 'config.version = "[0.90b] "' (yes there is an extra space in there it seems) - confirmed this matches what is on GitHub. Looking at the logs when the station is constructed : <${good} Trader ${size}> Complex Construction begins. <> Paid 5.529.000 credits to found a factory. Warning: Couldn't add script from stream: index is already taken After adding 'config.debuglvl = 5' to complex.lua I am able to see the messages of (amongst other data) which I presume means the mod is scanning products correctly : [CPX3][0.90b] sync of ProductionData [CPX3][0.90b] new Productiondata 1 Solar Power Plant S [CPX3][0.90b] new Productiondata 2 Scrap Metal Trader Class II [CPX3][0.90b] Updating ListDataPanel
  3. Traders trade with complexes in the default configuration. -make sure /mods/complexMod/config/config.lua has traders enabled. -look in your server logs, if something crashed - check if /data/scripts/sector/traders.lua has if not pcall(require, "mods/complexMod/scripts/sector/traders") then print("Failed to load tradermodule of ComplexMod") end in line 169 (bottom) Having save issue as Alanthier - NPC traders service single stations in a sector but not complex hubs. Tried both GitHub and direct download links from the forum (0.90c), but on both I can't seem to find line 169 in the `/data/scripts/sector/traders.lua` file. My file terminates on line 115. Can confirm that `config.enableNPCTrading = true` in my `\mods\complexMod\config\complex.lua` (NOT config.lua). If I rename `complex.lua` to `config.lua` I get mod loading errors so I believe the filename is correct. Great mod by the way irrespective of my current issue. I would love to see how I can fix my NPC traders for the cherry on the cake.
×
×
  • Create New...