Nokta Posted September 25, 2017 Share Posted September 25, 2017 This is great. Thank you. So if I get it right, is not possible at this time to give orders to ships in sectors you are not in? Or to order them to change sectors to keep doing what they are doing? This is the most annoying thing about fleet management atm for me :D Once you have some ships spread over some systems it's a pain to micromanage all of them by having to jump in their sectors all the time. Link to comment Share on other sites More sharing options...
Hammelpilaw Posted September 25, 2017 Share Posted September 25, 2017 This is great. Thank you. So if I get it right, is not possible at this time to give orders to ships in sectors you are not in? Or to order them to change sectors to keep doing what they are doing? This is the most annoying thing about fleet management atm for me :D Once you have some ships spread over some systems it's a pain to micromanage all of them by having to jump in their sectors all the time. I tried to implement this, but failed at loading the entities (ships) that are not in the current sector. So it is currently not possible. Link to comment Share on other sites More sharing options...
Nokta Posted September 25, 2017 Share Posted September 25, 2017 I tried to implement this, but failed at loading the entities (ships) that are not in the current sector. So it is currently not possible. Cheers. I hope this will be a feature in-game eventually. This game really need a fleet manager. Link to comment Share on other sites More sharing options...
Lonewolf79 Posted September 26, 2017 Share Posted September 26, 2017 I tried to implement this, but failed at loading the entities (ships) that are not in the current sector. So it is currently not possible. Cheers. I hope this will be a feature in-game eventually. This game really need a fleet manager. I think it is on the planned features thankfully :) Link to comment Share on other sites More sharing options...
GoonSquad Posted January 13, 2018 Share Posted January 13, 2018 OMG I just found this mod.. Tell me it works... I'm sick and tired trying to manage my mining fleet of 20 ships by having to give each one a order separately... Why isn't this in the game already.. Its been a year already..... I'm downloading this any way... Link to comment Share on other sites More sharing options...
Shrooblord Posted January 13, 2018 Share Posted January 13, 2018 Yup, this works a charm. I'm currently ordering my three Salvagers squadrons to go collect some scrap with one click of the button: "Start Salvaging". Done? Click "Dock All Fighters". It's intense how much nicer this mod made controlling fighters, and I was already pretty satisfied with the vanilla micro-managing. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 28, 2018 Share Posted January 28, 2018 FleetControl doesn't appear to function with Alliance ships. Is this intentional? Link to comment Share on other sites More sharing options...
Lestat9 Posted January 29, 2018 Share Posted January 29, 2018 im using the latest avorion version as of 1/29/18 and i copy the files to the directory , load the game, started a new galaxy, and when i type /fleetcontrol the icon doesnt appear also tried /fleetcontrol enable Any ideas? Link to comment Share on other sites More sharing options...
Ravien Posted January 30, 2018 Share Posted January 30, 2018 im using the latest avorion version as of 1/29/18 and i copy the files to the directory , load the game, started a new galaxy, and when i type /fleetcontrol the icon doesnt appear also tried /fleetcontrol enable Any ideas? I am having the same problem but I'm on the beta branch so that might be why. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 30, 2018 Share Posted January 30, 2018 I've run the latest version - 0.4 - basically since I've played Avorion, and never had an issue with it. I'm currently also running the latest Beta, and it works fine for me, also in new games. Can you guys tell me your mod setup? How did you try and install this mod? Note: although the first post says it won't overwrite any vanilla files, this is in fact not true. I think it's craftorders.lua that's included with the files, which would get overwritten by simply installing this mod. I recommend you do your due diligence and use DiffChecker to compare differences between vanilla files and this mod's files, and change your own installation accordingly. I know that's a grueling and slow process (believe me, I spent 1 hour and 40 minutes the other day installing all my mods again after updating to Beta), but that's the way it is right now, and it definitely is the most secure way to install mods without conflicts or overwriting new functionality with older versions of those same files, as long as you remain focused and careful about what you're editing where. I'm aiming to streamline this process, but that program will be a while off still. Link to comment Share on other sites More sharing options...
Ravien Posted January 30, 2018 Share Posted January 30, 2018 Ah I noticed when I installed it, no files were overwritten at all. The in game command /fleetcontrol is recognized and it says it's enabled when I type it but nothing else happens. I'll have to figure it out later though. Link to comment Share on other sites More sharing options...
Lestat9 Posted January 31, 2018 Share Posted January 31, 2018 I am not using the beta. Same as above.I type /fleetcontrol enable and it says enabled but no icon appears. Link to comment Share on other sites More sharing options...
Lestat9 Posted January 31, 2018 Share Posted January 31, 2018 I tried using the beta version.. same thing.. Ill uninstall and try again... if it wasn't such a great feature Link to comment Share on other sites More sharing options...
Lestat9 Posted January 31, 2018 Share Posted January 31, 2018 i reinstalled and tried beta and regular version...it says it initializes but no icon appears Link to comment Share on other sites More sharing options...
Lestat9 Posted February 1, 2018 Share Posted February 1, 2018 so when it works it says enabled then an icon appears in the upper right hand of the screen then you can click on that for fleet functions... how can it not work on this system and then work on yours...maybe dependences...what does this game need java or c++ library's are different.. doesn't make sense Link to comment Share on other sites More sharing options...
falsetruth1988 Posted February 1, 2018 Share Posted February 1, 2018 same /fleetcontrol enables but no icon Link to comment Share on other sites More sharing options...
Lestat9 Posted February 1, 2018 Share Posted February 1, 2018 here is the fix. "Functions addShipUIScript and removeShipUIScript in data/scripts/player/fleetcontrol/manager.lua does a math check against shipidx which is a UUID (ex: 43214321231-312312-312321) Removing the shipidx > 0 fix the issue." from Functions addShipUIScript and removeShipUIScript Just download lua editor and find the file manager.lua in the player directory works now Link to comment Share on other sites More sharing options...
Shrooblord Posted February 2, 2018 Share Posted February 2, 2018 Hm, still intriguing given that I didn't need to do that to get it to work on my end. I really am curious what is causing this discrepancy. Also, Lestat9, thank you for your effort and solving the issue - but could you please use the EDIT button instead of posting 4 times in a row? Thank you - just makes for a cleaner read on the forum. ;) Link to comment Share on other sites More sharing options...
RoMonGerr Posted February 6, 2018 Share Posted February 6, 2018 here is the fix. "Functions addShipUIScript and removeShipUIScript in data/scripts/player/fleetcontrol/manager.lua does a math check against shipidx which is a UUID (ex: 43214321231-312312-312321) Removing the shipidx > 0 fix the issue." from Functions addShipUIScript and removeShipUIScript Just download lua editor and find the file manager.lua in the player directory works now Ok I understand to go to file "data/scripts/player/fleetcontrol/manager.lua" and Edit The part I do not understand is a bit unclear as what to do. So, to Clear things up for other programing Noobs like me. (who have to use Trial & Error) To save you some trouble. Delete lines in "RED" {Section of File:} (function onSectorEntered(playerIndex, x, y) Sector():registerCallback("onDestroyed", "onDestroyed") updateSectorPlayerShips() end function addShipUIScript(shipidx) -- add script to ship entity if shipidx and shipidx > 0 and lastCraft ~= shipidx then local entity = Entity(shipidx) if entity and valid(entity) then ensureEntityScript(entity, fc_script_controlui) lastCraft = entity.index -- push server config values to client UI script pushShipUIServerConfig(entity) end end end function pushShipUIServerConfig(entity) local sconfig = getConfig("server", getServerConfigDefaults()) local svalues = { updatedelay = sconfig.updatedelay, debugoutput = sconfig.debugoutput, enablehud = sconfig.enablehud } entity:invokeFunction(fc_script_controlui, "syncServerValues", svalues) end function removeShipUIScript(shipidx) -- remove scripts(s) from player ship if shipidx and shipidx > 0 then local entity = Entity(shipidx) if entity and valid(entity) then removeEntityScript(entity, fc_script_controlui) if shipidx == lastCraft then lastCraft = nil end end end end function removeAllScripts() {File continues...} Fixed it for me YAY! Does Kibby Dance <("<) -(")- _(")_ ~(")~ (>")> /(")\ \(")/ Link to comment Share on other sites More sharing options...
Shrooblord Posted February 6, 2018 Share Posted February 6, 2018 Cool. Thanks for your effort, RoMonGerr. If ever you want to compare two files again, before and after changes, a very easy-to-use and even easier-to-read tool is DiffChecker. Just copy both files into its two windows (the before on the left and the after on the right is conventional) and set its expiry date to never / make it permanent, and people all over the Internet who flock to this post will be able to enjoy the fruits of your labour, even after many updates of code changes. ;) And the effort is much less on your side, too. It's literally like two copy-pastes and a couple of clicks. Link to comment Share on other sites More sharing options...
thegreatbear Posted February 22, 2018 Share Posted February 22, 2018 this mod is going to be really really needed in the new update you will be able to jump system to system to your ships its going to be a nightmare if you have to command them one at a time Link to comment Share on other sites More sharing options...
gorodoff Posted February 24, 2018 Share Posted February 24, 2018 Are you guys able to manage alliance ships? Link to comment Share on other sites More sharing options...
Netu Posted February 28, 2018 Share Posted February 28, 2018 Are you guys able to manage alliance ships? Nope! Also, I am unable to do anything with this on a server. I followed the instructions for editing this to make it work, as well, and I am afraid it just seems busted. Link to comment Share on other sites More sharing options...
MRT Posted March 18, 2018 Share Posted March 18, 2018 *deleted because my contributions are offensive to developer* Link to comment Share on other sites More sharing options...
Ribosome Posted April 15, 2018 Share Posted April 15, 2018 Hey, Thank you for this mod. It is full hope for me (if I manage to get it work properly :p) : I installed the mod and I can now see the UI. Only issue : I am on a sector, with 2 of my crafts, and when I open the UI, it is empty. I do not see the crafts (they have a captain) and so I can not assign them to a group. Does anyone have the same issue ? Link to comment Share on other sites More sharing options...
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