Fenrir Posted September 17, 2017 Share Posted September 17, 2017 ... Damn... I'm to used to "all mods break on update" Sorry and thanks for the confirmation. Link to comment Share on other sites More sharing options...
Critaa Posted September 29, 2017 Share Posted September 29, 2017 Darn...I was about to investigate this mod full of expectations and now I can't cuz of the update :'( EDIT: I'm so stupid! Still works!! EDIT II: Is there any Guide on how the stocking work? Kinda confusing because when I have 5000 Cargo available at this facility for example, I can't align the max. amount of my producing and I know every ressource haves his own weight EDIT III: Got it to work, still a little bit tricky Link to comment Share on other sites More sharing options...
Axen Marik Posted October 6, 2017 Share Posted October 6, 2017 adding a scrap trader to a complex makes it so you can no longer manage the complex when you try to re interface with it Link to comment Share on other sites More sharing options...
Shrooblord Posted October 8, 2017 Share Posted October 8, 2017 Wow, this is slick. Look at that detail in the interfaces! What a great mod. Thanks for this! (y) (y) Link to comment Share on other sites More sharing options...
felesmortis Posted October 8, 2017 Share Posted October 8, 2017 Once you add to a complex (I've added an Ore Mine and a Crystal Farm), you can no longer modify it and the dialog for Manage Complex goes away. This can be fixed by re-logging. Link to comment Share on other sites More sharing options...
Fenrir Posted October 8, 2017 Share Posted October 8, 2017 Once you add to a complex (I've added an Ore Mine and a Crystal Farm), you can no longer modify it and the dialog for Manage Complex goes away. This can be fixed by re-logging. Or simply jumping out and in of the sector. Link to comment Share on other sites More sharing options...
Fenrir Posted October 16, 2017 Share Posted October 16, 2017 There seems to bee a really strange bug in the last version: Sometimes my complex goes into negativ assignable cargo. It's seems to be random and it can be "fixed" be adding more cargospace. (But the negativ "void" remains. I just added more then it had) Also the trader mod seems to be incompatible with better docking or the new Avorion version. Link to comment Share on other sites More sharing options...
Laserzwei Posted October 18, 2017 Author Share Posted October 18, 2017 --[0.89] for 0.14 - Fixed crashes and general weird behavior with asynchronous Entity changes (This is what broke v0.88 since Avorion 0.13)[The build menu needs a manual input(button press/slider change/station selection) to properly show the next build phase] - Founding-stations for complexes can now have a different rootIndex than 0 (The whole mechanic behind got a lot more forgiving) - The stretching of the connections, when adding new stations in a single direction is now gone (New stations will still always be outside of the complexes Bounding Box, but without unused space) - Overview tab keeps correct colors when changing priority - Alliance permissions system is now implemented - Factories that need no ingredients and produce no garbage, but have >1 product(Noble-Metal-Mines, Gas-Collectors, ...), will now continue producing, if there is space for at least one product. - Moved to /mods/ directory. If you have Complexes in your Galaxy follow the updated installation instructions! - The construction Tab now shows the name of the subfactory you are currently connecting to - NPC trading is now integrated into the mod. It can be disabled via the /mods/complexMod/config/config.lua file. (works with Better Docking http://www.avorion.net/forum/index.php/topic,3892.0.html) Sorry it took this long. Link to comment Share on other sites More sharing options...
Fenrir Posted October 19, 2017 Share Posted October 19, 2017 Thank you very much! Link to comment Share on other sites More sharing options...
Pree Posted October 19, 2017 Share Posted October 19, 2017 traders don't seem to buy/sell products at complexes on our server - is that wanted or a bug on our server? Link to comment Share on other sites More sharing options...
Laserzwei Posted October 19, 2017 Author Share Posted October 19, 2017 traders don't seem to buy/sell products at complexes on our server - is that wanted or a bug on our server? 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) Link to comment Share on other sites More sharing options...
civilframe Posted October 26, 2017 Share Posted October 26, 2017 Noticed a bug: When I repaired my complex, it removed the Mine and Scrap Metal Trader that I added to it :( Now I have my original Solar Power Plant. Link to comment Share on other sites More sharing options...
Laserzwei Posted November 14, 2017 Author Share Posted November 14, 2017 updated to 0.90 --0.90 for 0.15 - Updated to 0.15 - using production from assemblers the same way factories do - complex overview shows the required productioncapacity for the current cycle, for all factories running and the rate at which it gets generated - Improved overview of tradingTab by changing the layout slightly, assigned cargo now has a '*' as indicator, tradinglists are sorted - extended config Link to comment Share on other sites More sharing options...
Pree Posted November 16, 2017 Share Posted November 16, 2017 [CPX3][0.89] more Cargo assigned than available: 1.95e+06 1.86176e+06 [CPX3][0.89] more Cargo assigned than available: 1.95e+06 1.86176e+06 [CPX3][0.89] more Cargo assigned than available: 1.95e+06 1.86176e+06 [CPX3][0.89] more Cargo assigned than available: 1.95e+06 1.86176e+06 [CPX3][0.89] more Cargo assigned than available: 1.95e+06 1.86176e+06 our log is full (today severl hundred rows) of this - is it possible to add the coordinates to that log-message, so that admins can find out, who's causing the problems? Link to comment Share on other sites More sharing options...
Laserzwei Posted November 16, 2017 Author Share Posted November 16, 2017 /mods/complex/scripts/lib/complextradingmanager.lua line 1227: debugPrint(1, "more Cargo assigned than available: ", nil, assignedCargo, self.maxCargoSpace, Entity().name, Sector():getCoordinates()) Link to comment Share on other sites More sharing options...
Pree Posted November 18, 2017 Share Posted November 18, 2017 thank you @Laserzwei :) Link to comment Share on other sites More sharing options...
tylkas Posted December 13, 2017 Share Posted December 13, 2017 Hello Laserzwei Can you please update mod for v0.15.7? For some reason all mines can not be used in complex. I have tried to fix it myself, but no luck so far. file: Avorion\data\scripts\entity\minefounder.lua -- remove all cargo that might have been added by the factory script for cargo, amount in pairs(station:getCargos()) do station:removeCargo(cargo, amount) end +++ package.path = package.path .. ";mods/complexMod/scripts/entity/complexManager.lua" +++ station:addScript("mods/complexMod/scripts/entity/complexManager.lua") end function transformToStation(asteroid, name) So, now mines have "complex" menu and ui. And even can merge with other mines, but not with other non-asteroid factories. Link to comment Share on other sites More sharing options...
tylkas Posted December 13, 2017 Share Posted December 13, 2017 Laserzwei, pull request created: https://github.com/Laserzwei/complex/pull/3 Looks like Iv fixed it. But all old asteroid-factories still not able to join complex. So, I recommend to wipe the server before using this mod with fixes. Otherwise you will get partial functionality. Link to comment Share on other sites More sharing options...
mattlanuze Posted December 16, 2017 Share Posted December 16, 2017 Cannot get this mod to work since one of the recent updates, just not getting the option to manage complex to get started. Have tried re-installing everything to no avail Link to comment Share on other sites More sharing options...
Laserzwei Posted December 16, 2017 Author Share Posted December 16, 2017 Cannot get this mod to work since one of the recent updates, just not getting the option to manage complex to get started. Have tried re-installing everything to no avail Make sure to download v. 0.90c. You can only start from build stations, not Mines. And only those build after installation. If your problem still persists, send me your client and server log Link to comment Share on other sites More sharing options...
Zilch Posted December 21, 2017 Share Posted December 21, 2017 Building/Changing the design of the complex can remove functionality. I now have a very large, very pretty warehouse. It can no longer make anything. RIP my billion credits. Link to comment Share on other sites More sharing options...
Laserzwei Posted December 21, 2017 Author Share Posted December 21, 2017 Building/Changing the design of the complex can remove functionality. I now have a very large, very pretty warehouse. It can no longer make anything. RIP my billion credits. Frontpage of the wiki: wiki Link to comment Share on other sites More sharing options...
Zilch Posted December 24, 2017 Share Posted December 24, 2017 Not seeing Complex requesting traders, Logfile doesn't show any crashes and I have appended the traders.lua with appropriate line. Vanilla stations are still req'ing traders when full. Enabling debug shows lines similar to: [CPX3][0.90b] securing Tradingdata [CPX3][0.90b] soldGoods 1 Oxygen Yet no actual trade happens. :D Link to comment Share on other sites More sharing options...
Sinistrem Posted January 7, 2018 Share Posted January 7, 2018 So basically doing anything in build mode that adds/removes blocks can mess up complex? Gonna start using the mod, wanna clear it beforehand. Thanks. Link to comment Share on other sites More sharing options...
Loony Liberator Posted January 10, 2018 Share Posted January 10, 2018 @Sinistrem Yo, I had that problem earlier in Laserzwei's mod and we had hashed it out together discovering that deleting the root block of the ship once it became a station (which translates to deleting the root block of the station itself) is what messes up the way the complex manager recognises the station. Laserzwei please correct me if I'm wrong. So long as you don't delete the root block of the station you can essentially have cube's (Station root blocks) attached to poles (complex station links) as your complex with cargo bays and whatever you want slapped on. Link to comment Share on other sites More sharing options...
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