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I am having an issue with Attack All command not working on my Tesla fighter wing.
Press the button to start the mining drones (they turn green) and then bang nothing they walk around my ship in DEF as if they were fighters, and yes there are enough astroids in the ore, I was looking at the green astro the whole time and curse him :))
If you then start the drones with the normal game command, the drones snap completely. But there were also intervals when everything went well.
--There's a loot option mod that is quite broken for fighter commands.. lul.. anywho
its a nice mod, can be quirky at times.
and btw awesome mod! thx!
I made a slight change to your mod to add compatibility with Drazhill's Strip Mining Laser mod. The strip mining fighters weren't being recognized as mining fighters, so I guess his strip miners don't go to WeaponCategory.Mining. If you want to integrate it, all I did was change line 127 in mineCommand.lua to include Drazhill's strip miner weapon types.
if hangar:getSquadMainWeaponCategory(squad) == (WeaponCategory.Mining or WeaponType.StripMiner or WeaponType.RawStripMiner) then
It would probably make more sense for Drazhill's mod to put the strip miners in the mining category, but maybe there's some reason for not doing it. In any case, this worked for me.
2020-03-28 17-34-25| "D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\1741735681\data/scripts/entity/CarrierCommander.lua":receiveSettings: Remote call Error: Function doesn't exist.
I believe this is causing the mod to not work in my games.
Any ideas?
Thanks.
My mods include Custom Turret Builder 2 (2002338565), Custom Torpedo Builder 2 (1971035999), Custom Fighter Builder 2 (1987912889), etc.
I actually think the problem stems from the fact that this mod is one that I relied upon heavily to teach myself how to make mods. So I think a lot of the script language is the same at least in terms of the basic UI setup. I don't detect any errors in the game logs. It might be as simple as the icon not showing up.
Do you have any recommendations as to where I should start looking or how I should go about finding the conflict. So far no luck. And, like most people, I think your mods are awesome. Thanks!
to fix the issue you either need to be in drone mode or in another craft that isnt being issued the commands, then from there go to sector overview and click on the sector the ship is in and order it to stop by using the vanillia method. This seems to be happening if you have set up loops ect or other commands through the vanillia methods.
no need to restart game or server :)
i reinstalled the game, because i had the non-workshop mod installed bevor. But ist only worked for one time in the forst sector. After changing the sector, the red icon appeared again.
I've added a safeguard in the latest update which should prevent new scripts from appearing.
To remove the old scripts add this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1747899176
type: /cheat in chat
Click the new puzzle icon. And on the very first page click "Entity Scripts"
Select the lowest occurence of "data/scripts/entity/CarrierCommander.lua" and hit "remove script"
Repeat until only one (1) occurence of ".../CarrierCommander.lua" is in the list.
You have to do these steps on all your ships
%appdata%/Roaming/Avorion/galaxies/<name>/serverlog