Phantomal Posted December 30, 2017 Share Posted December 30, 2017 Hey uhm, i just updated and get the following error: Jump in: [pre]could not execute function 'RegenerativeAsteroidsScript.onPlayerEntered' in '"mods/RegenerativeAsteroids/scripts/sector/RegenerativeAsteroidsScript.lua"': ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:97: attempt to index upvalue 'logLevels' (a boolean value) stack traceback: ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:97: in function 'GetNumberMinableAsteroids' ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:129: in function 'RegenerateAsteroids' ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:57: in function <...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:35> [/pre] "Regen Now" Command: [pre] could not execute function 'RegenerativeAsteroidsCmd.initialize' in '"mods/RegenerativeAsteroids/scripts/player/RegenerativeAsteroidsCmd.lua"': ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:97: attempt to index upvalue 'logLevels' (a boolean value) stack traceback: ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:97: in function 'GetNumberMinableAsteroids' ...Asteroids/scripts/sector/RegenerativeAsteroidsScript.lua:129: in function 'RegenerateAsteroids' ...iveAsteroids/scripts/player/RegenerativeAsteroidsCmd.lua:47: in function <...iveAsteroids/scripts/player/RegenerativeAsteroidsCmd.lua:18> [/pre] Link to comment Share on other sites More sharing options...
Dirtyredz Posted December 30, 2017 Author Share Posted December 30, 2017 Looks like you didnt install the entire mod. This mod has a dependance on another mod that I developed Its packaged with the zip file. double check Loglevels is installed properly along side regenerative asteroids Link to comment Share on other sites More sharing options...
Phantomal Posted December 30, 2017 Share Posted December 30, 2017 I did. The mod worked flawlessly in version 1.4.3 and stopped working in 1.4.5. I did some research and found the problem: mods/RegenerativeAsteroids/scripts/sector/RegenerativeAsteroidsScript.lua: Version 1.4.3: [pre] require("PrintLog") local logLevels = require("LogLevels") [/pre] Original version 1.4.5: [pre] local logLevels = require("PrintLog") [/pre] i changed it back to the lines from 1.4.3 and now it works fine. Seems you have to implement another Hotfix ;) [pre] [iNFO] [RegenerativeAsteroids][1.4.5] Created 129 Minable Asteroids in sector \s(-159, 62) [iNFO] [RegenerativeAsteroids][1.4.5] Created 129 Minable Asteroids in sector \s(-159, 62) [iNFO] [RegenerativeAsteroids][1.4.5] Removed 1975 excess Non-Minable Asteroids in sector \s(-159, 62) [iNFO] [RegenerativeAsteroids][1.4.5] Force Regenerating Asteroids for sector [-159, 62] [/pre] Link to comment Share on other sites More sharing options...
Dirtyredz Posted December 30, 2017 Author Share Posted December 30, 2017 1.4.5 doesnt have the updated loglevels, Ill update loglevels and hotfix it thxs for checking on this. Link to comment Share on other sites More sharing options...
Phantomal Posted December 30, 2017 Share Posted December 30, 2017 1.4.5 doesnt have the updated loglevels, Ill update loglevels and hotfix it thxs for checking on this. You're welcome. Me any my friends love your mod and so iam glad i could help to improve it :) Link to comment Share on other sites More sharing options...
Phantomal Posted December 30, 2017 Share Posted December 30, 2017 Good Morning (at least its morning here ;)), it seems i found another 2 things: 1. Even when i disabled MaintainNaturalAsteroidLimit (set to false in config), newly discovered regenerative sectors are maintaining it: [pre] [iNFO] [RegenerativeAsteroids][1.4.5] Using MaintainNaturalAsteroidLimit: 111, for sector \s(-191, 85) (If you wany yo force this region to have more manual set that limit with /regen set x) [/pre] 2. Not sure it's a Bug: When enabling the Serverwide Message, only the Player who discovered the sector is getting it. (But maybe thats wanted behavior, so not sure) Greetings, Phanti Link to comment Share on other sites More sharing options...
Phantomal Posted January 1, 2018 Share Posted January 1, 2018 First: Happy new Year 8) Second: Sorry Mate. I found another Bug in 1.4.5: The following Section exists twice in /mods/RegenerativeAsteroids/scripts/sector/RegenerativeAsteroidsScript.lua. The result is, that when a player jumps into the system, or you use the "regen now" command, the Field is generated twice ::) [pre] if CurrentMinableAsteroids < MaxMinable then local AsteroidsToGenerate = MaxMinable - CurrentMinableAsteroids local generator = SectorGenerator(Sector:getCoordinates()) local size = getFloat(0.5, 1.0) local asteroid = generator:createAsteroidFieldEx(AsteroidsToGenerate * 2,1800 * size, 5.0, 25.0, 1, 0.5) Placer.resolveIntersections() RegenerativeAsteroidsScript.print("Created "..MaxMinable.." Minable Asteroids in sector ",xy,logLevels.info) end [/pre] For everyone else, who want to have bigger Asteroids in a regenerative System, without having to install a second mod. Just replace the Block above with the following: :) if CurrentMinableAsteroids < MaxMinable then local AsteroidsToGenerate = MaxMinable - CurrentMinableAsteroids local generator = SectorGenerator(Sector:getCoordinates()) local size = getFloat(0.5, 1.0) local asteroid = generator:createAsteroidFieldEx(AsteroidsToGenerate * 2,3600 * size, 5.0, 50.0, 1, 0.5) Placer.resolveIntersections() RegenerativeAsteroidsScript.print("Created "..MaxMinable.." Minable Asteroids in sector ",xy,logLevels.info) end I marked the only line which is modified. Currently testing the setting on my server. Everything seems to run fine. Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 1, 2018 Author Share Posted January 1, 2018 lol, copy paste error. my favorite kind of bug :) thxs for noticing, ill be updating the mod after the new years with the fix. Link to comment Share on other sites More sharing options...
Phantomal Posted January 1, 2018 Share Posted January 1, 2018 Perhaps you can add a config for the modification i did, so other players can configure the size of the roids easily? Like a factor, and use that factor for size of the field (ensure enough space between roids), min size and max size of the roids. Link to comment Share on other sites More sharing options...
Markbillybob Posted January 4, 2018 Share Posted January 4, 2018 Ive seen my mod being used by many servers/players, unfortunately i haven't received much in feedback, or feature requests. Do you have ideas, features, issues, or maybe you just want to tell me that you use and love the mod. Let me know, and thxs for your time. I look forward to keeping this mod updated and feature packed. Hi love the mod, the best around! I have been trying to find a way to make it so that players on my PVE server could fight over the regen zones but Im not nearly as good as you I am certain lol... Best Ive been able to figure out for making a pve server with pvp zone is to make the server actually PVP with insane high rates on the nuetralzone spawning. This "should" give me pockets of space where fighting can happen but not what I want which is Massive glorious faction battles to control these wonderful Regen Feilds!!! Link to comment Share on other sites More sharing options...
ShadeC4 Posted January 7, 2018 Share Posted January 7, 2018 Just wanted to say excellent idea. :) Haven't tried the mod yet, but am going to. However... The URL for the download on the main post of this topic has an error: A letter is missing. Easy mistake to make. :) The missing letter is the v for "download/v1.4.5/" which, of course, gives people an error when trying to download the mod. x) Thankfully your post with about the stated update has the correct URL. :) Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 7, 2018 Author Share Posted January 7, 2018 THXS for spotting that, i should be back to modding in the next day or so, recovering from the new years and taking care of my family. Link to comment Share on other sites More sharing options...
alfa0815 Posted January 9, 2018 Share Posted January 9, 2018 Hmm, don't know wy but the mod isn't working for me. I made my home sector to an regenerative one with the command and also tryd start the regeneration, but it didn't worked not even with the /set command. When I jump into the system I get the massage that this is an regenerative systen but thats all, no spawns of minable asteroids not even with the /regen now command :X Well there is also no response from the console if I use /regen set (number) or /regen now, should there be any reaction? Still thanks for creating such awesome ideas :) Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 9, 2018 Author Share Posted January 9, 2018 Im working on fixing the mod today, thxs for reporting this. Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 9, 2018 Author Share Posted January 9, 2018 Version 1.5.0 --Updated Loglevels --Added 3 new config options to control the size of asteroids --Fixed bug where MaintainNaturalAsteroidLimit was always set --Fixed bug where server announcement wasnt working. --Fixed bug where the asteroids were generating twice. Download here: https://github.com/dirtyredz/Regenerative-Asteroids/releases/download/v1.5.0/Regenerative-Asteroids-v1.5.0.zip Link to comment Share on other sites More sharing options...
Karlund Posted March 22, 2018 Share Posted March 22, 2018 Hey, thanks for your mod. I want to try this mod but I have some problems with the files. In the zip. file are two folders: Mods and data. Need this mod the ShipScriptLoader? Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 22, 2018 Author Share Posted March 22, 2018 Per the installation instructions you need BOTH the directories in the zip file to be placed in your avorion directory, the mod ShipScriptLoader is not required for this mod. Link to comment Share on other sites More sharing options...
Karlund Posted March 22, 2018 Share Posted March 22, 2018 Thanks for your answer, the mod works now :) Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 22, 2018 Author Share Posted March 22, 2018 Thanks for your answer, the mod works now :) Awesome, Enjoy! Link to comment Share on other sites More sharing options...
Karlund Posted March 23, 2018 Share Posted March 23, 2018 Unfortunately, I was happy too early. I copy the files yesterday on my server and the server starts correctly, so I think its working. After my nightshift the people on my server tell me the mod isn´t working and I can confirm this. I definitly copy the files wrong, all other mods working. Here is what I done: The .zip have the two folders, mods and data. The data files copied into steamapps/common/avorion/data The mods folder to steamapps/common/avorion Or I have to copy the files in mods/regenerativeAsteroids and mods/LogLevels to the avorion/data files? Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 23, 2018 Author Share Posted March 23, 2018 The contents of the zip file are as they should look in the avorion directory, the mods directory does not go inside the data directory. Link to comment Share on other sites More sharing options...
Karlund Posted March 25, 2018 Share Posted March 25, 2018 Solved the problem with a clean install of my server. I´m feeling dumb right now, seems I have not transfer all files from the mod to the server ::) Link to comment Share on other sites More sharing options...
borndl Posted April 1, 2018 Share Posted April 1, 2018 Sry i have to ask. Is this Version compatible with the new Combat Update? Link to comment Share on other sites More sharing options...
Dirtyredz Posted April 1, 2018 Author Share Posted April 1, 2018 Sry i have to ask. Is this Version compatible with the new Combat Update? Yes it is Link to comment Share on other sites More sharing options...
Protophim Posted April 15, 2018 Share Posted April 15, 2018 I did not change anything in the options yet. So if I understand right, out of 1000 sectors 300 become regenerative on the first time a players visits them. I already visited 30 sectors now for testing and none of them became regenerative. In the sectorspecifics.lua I found following: --Begin Added by RegenerativeAsteroids - Dirtyredz exsist, RegenerativeAsteroidsConfig = pcall(require, 'mods.RegenerativeAsteroids.config.RegenerativeAsteroidsConfig') local RegenAsteroidsSectorGenerator = RegenerativeAsteroidsConfig.SectorGenerator or true --End Added by RegenerativeAsteroids - Dirtyredz "exsist" is grammatically wrong, but may it also be wrong code? Link to comment Share on other sites More sharing options...
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