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Fixed resource asteroid respawn
   
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17 października 2020 o 8:38
21 sierpnia 2021 o 15:06
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Fixed resource asteroid respawn

Opis
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).
Komentarzy: 13
Xeo 18 października 2022 o 14:29 
I looked at the code for this mod vs the base file, it looks like it's still needed.
Cosmicpixels 16 września 2022 o 2:46 
Is this still a problem?
Simple Giant 13 września 2022 o 10:34 
Is this still a problem?
LumberingTroll 7 września 2021 o 14:31 
How did this not get fixed in 2.0...
Caellion  [autor] 2 lipca 2021 o 9:59 
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 lipca 2021 o 15:45 
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 lutego 2021 o 20:27 
@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  [autor] 10 lutego 2021 o 7:43 
@_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 lutego 2021 o 17:02 
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  [autor] 22 listopada 2020 o 6:47 
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.