Avorion

Avorion

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Fixed resource asteroid respawn
   
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Mods: Mod
File Size
Posted
Updated
22.008 KB
17 Oct, 2020 @ 8:38am
21 Aug, 2021 @ 3:06pm
2 Change Notes ( view )

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Fixed resource asteroid respawn

Description
Fixes vanilla avorion bug that counted wreckages as 'rich asteroids' when deciding whether to respawn asteroid field or not. (Microwreckages pumped this amount by large amounts as each one counted as an rich asteroid, causing the script to not fire often enough).
13 Comments
Xeo 18 Oct, 2022 @ 2:29pm 
I looked at the code for this mod vs the base file, it looks like it's still needed.
Cosmicpixels 16 Sep, 2022 @ 2:46am 
Is this still a problem?
Simple Giant 13 Sep, 2022 @ 10:34am 
Is this still a problem?
LumberingTroll 7 Sep, 2021 @ 2:31pm 
How did this not get fixed in 2.0...
Caellion  [author] 2 Jul, 2021 @ 9:59am 
Tbh, I am waiting for 2.0, if they don't fix it by themselves by then I will drop a line to them
FuryoftheStars 1 Jul, 2021 @ 3:45pm 
Caellion, if you're still playing, you can also use the in-game "Report a bug" feature and just describe which file and line. I've done it like this a few times myself.
_DrunkenGibberish_ 16 Feb, 2021 @ 8:27pm 
@Caellion

I do not know about a pull-request page however there is a forum that is linked in the top right of the Avorion.net page.

The forums themselves can be found at forum.avorion.net

Hope that helps!
Caellion  [author] 10 Feb, 2021 @ 7:43am 
@_DrunkenGibberish_

Do you know anyplace I could fill a pullrequest ar a real bug report?
I don't even see any forum link on official website...
_DrunkenGibberish_ 9 Feb, 2021 @ 5:02pm 
Maybe you could submit this to the Devs as a bug fix? Coding is hard enough with small projects but something as big as Avorion with only a small team and things start to slip by.

This could help them by saving them the work time needed to develop a fix and instead they only need to implement it!
Caellion  [author] 22 Nov, 2020 @ 6:47am 
well, all that my fix really does is replace this:

local richAsteroids = sector:getNumEntitiesByComponent(ComponentType.MineableMaterial)

with this:

local richAsteroids = 0
local asteroids = {sector:getEntitiesByComponent(ComponentType.MineableMaterial)}

for i, asteroid in ipairs(asteroids) do
if asteroid.isAsteroid then
richAsteroids = richAsteroids + 1
end
end

Because sector:getNumEntitiesByComponent(ComponentType.MineableMaterial) can (and will) also count wreckages as they have MinableMaterial Component.
My fix just also checks if the thing returned by component search is actually an asteroid.


And yep, it indeed is a stupid kind of bug, probably stemming from the thing that game did not have minable wrecks in very early development and then dev forgot that this script uses this method.