Avorion

Avorion

Laserzwei's Carrier Commander
66 Comments
Vengorin 17 Sep, 2024 @ 3:08am 
Hi ty for the mod .... just wondering if there is a Keybind to open the window up or do i need to select the ship every time ? please and ty again.
Diranux 22 Jul, 2024 @ 7:17pm 
This mod makes the game so much more enjoyable. I'm losing my desire to play these days
BcxP_McFly 17 Jun, 2024 @ 1:33am 
Still not working on 2.5.*
Rysten 25 Aug, 2023 @ 11:56pm 
2G33K4U, it is a bug with dock all fighters, cycle that again and it should clear up.

I am having an issue with Attack All command not working on my Tesla fighter wing.
2G33K4U 15 Feb, 2023 @ 3:16am 
Having issues. i use carrier orders to send guys out. I get a red fighter icon and says "Target available but no valid fighters"
H₂o `Sᴘᴇᴢ 6 Dec, 2022 @ 2:15pm 
Working good - still
Doc. Mo 18 Sep, 2022 @ 11:55am 
I don't know why but I have problems with the MOD.
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.
Daya.Mar.Sana 11 Aug, 2022 @ 9:46pm 
A Maximum range we can set as an optional, might be a good idea.
--There's a loot option mod that is quite broken for fighter commands.. lul.. anywho
its a nice mod, can be quirky at times.
Egg 3 Aug, 2022 @ 4:58am 
Okey ich würde deinene Basic commands mod hier verlinken =) vielen Dank für deine Arbeit !
Egg 3 Aug, 2022 @ 4:32am 
Hallo =) Also brauch ich noch was zusätzliches ? Oder kann ich den Carrier Commander auch so benutzen ?
H₂o `Sᴘᴇᴢ 29 Dec, 2021 @ 8:26am 
lol every one use it . its like top 100 mod in most sub
Blue North Star 30 Oct, 2021 @ 9:25pm 
Just because there's no comment or reply doesn't mean it's abandoned...
Shrimpins 1 Jul, 2021 @ 1:32pm 
Is this mod abandoned? No comment or reply since 2020..?
Shrimpins 1 Jul, 2021 @ 1:29pm 
Yeah salvaging fighters aren't working at all, not sure how everyone is getting theirs to work after having the same problem I am having. I select the wreck, have the salvage command set to "D" and the ship icon is green and says that they're salvaging, but they're not. I also tried manually telling them to do it with the vanilla controls and that does nothing as well.. Did some patch break this mod?
Jameson.B 5 Dec, 2020 @ 10:45am 
i had the same issue but after clicking on some of the tabs it changes from "A" to "D" , i think its for all or not ore something, however now it works..
sceptiQ 25 Nov, 2020 @ 4:18pm 
and i think - inside of the inner circle - something fails to detect targets. Salvaging works like a charm.

and btw awesome mod! thx!
Xeno 18 Nov, 2020 @ 4:17am 
Salvage does not appear to work. Fighters do not even launch and there is no indication anything was pressed. No errors seen server side. Everything else seems to function as expected. No other mods save those required for this to work.
Dulce.loves.colours 1 Oct, 2020 @ 12:12pm 
@AudioQueen Thanks a ton for that post!
XelNigma 29 Jul, 2020 @ 7:42pm 
Is there a hotkey to bring the menu up?
trumpcard 26 Jul, 2020 @ 12:09pm 
Hi,
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.
Lemming Jesus 15 May, 2020 @ 1:18am 
Doesn't seem to work. Hitting mine just gives a blue idle ship icon. Never launches. I have to launch manually then it will change to green.
matt 28 Mar, 2020 @ 6:16pm 
Laserzwei - I am getting an error in the game log as follows:

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.
matt 17 Mar, 2020 @ 10:26am 
Laserzwei - I am trying to figure out the conflict between all my mods and your Carrier Commander.

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!
Husky 15 Oct, 2019 @ 6:09am 
Well, nice Mod, a Mod @my taste
SimplyBenjamen 21 Sep, 2019 @ 9:35am 
So I was able to fix the issue of the red icon with mining orders. You need to launch all the mining fighters you plan to use the normal way then use the dock all command with the mod. After that turn the dock all command off and turn on the mine all command. I think it has something to do with how this mod detects fighters and it can after you dock them with the mod, just don't recall fighters the normal way anymore.
Jeffi 17 Aug, 2019 @ 5:02pm 
Everyone i figured out the fix to the red icon and the mining / salvaging ect command saying no target identified but no valid fighters when you infact do have the fighters.

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 :)
[WrRvn]TwIxXn 17 Aug, 2019 @ 7:26am 
I do have the same issue here. There is the red Icon telling me, that there are no suitable fighters. But i have multiple Squads. It ist for Fighters, Miners, Salvage and Repair. My fighters are all produced inside the ship. Somtimes it is working, when i am nearby an asteroid. But most of the time i will get the red icon.

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.
Tarnhill 6 Aug, 2019 @ 2:43am 
In direct contrast to the specific callback methods for separate tasks, the Dock All option doesn't appear to have the same problem. This may help isolate the cause.
Tarnhill 6 Aug, 2019 @ 1:51am 
Having the auto launch issues others have talked about here, reinstalling the scripts seemed to only be a temporary fix. They can be recalled via the toggle that sent them out, but if you change sectors to a location with valid targets, they're flying out of the hangar before the loading screen is done!
Laserzwei  [author] 23 Jul, 2019 @ 8:55am 
good to know it works now :)
Kugelfanghoernchen ツ 23 Jul, 2019 @ 7:26am 
oh try the first step from @Rilgar and the re-install work fine :) sry for the issue @Laser
Rilgar 22 Jul, 2019 @ 5:41pm 
Re-installing both the carrier and commands mods seems to have fixed it. Everything working as expected again :) Playing without this mod for just a few minutes reminded me how much better this makes carriers. Great mod Laser :) Thanks.
Rilgar 22 Jul, 2019 @ 1:34pm 
even tried to remove the script with your admin/cheat tools and restart the game... problem persists unfortunately
Rilgar 22 Jul, 2019 @ 1:33pm 
The dock all now works.... a bit too well :-p after using it on a craft the other carrier orders never seem to want to work again :-/
Kugelfanghoernchen ツ 22 Jul, 2019 @ 12:02pm 
don't know :( try a reboot but nothing change
Laserzwei  [author] 22 Jul, 2019 @ 11:59am 
I wonder why that is
Kugelfanghoernchen ツ 22 Jul, 2019 @ 11:48am 
with the salvage fighter is it the same :/
Kugelfanghoernchen ツ 22 Jul, 2019 @ 11:47am 
okay the problem is ehm solved? but yea "^^ https://i.imgur.com/i3BODRT.png see here
Laserzwei  [author] 22 Jul, 2019 @ 7:42am 
@Melanie & @Rilgar I've updated the commands package. That should fix that issue. (Basically the command(s) didn't get removed properly when using DockAll)
Rilgar 22 Jul, 2019 @ 7:07am 
My mining, salvage and combat fighters are also rather insistant on being deployed regardless on whether I gave mine/salvage/attack enabled. Actually rather difficult to get them docked if there's a target around. They just keep undocking even if I have dock all fighters set.
Kugelfanghoernchen ツ 22 Jul, 2019 @ 1:20am 
why are my mining fighters deploy instant if I enter a new system with the mining command still deactivated?
FLSoz 20 Jul, 2019 @ 6:59am 
@Laserzwei yup singleplayer. alright thanks
Laserzwei  [author] 20 Jul, 2019 @ 3:12am 
It's only clientsided. Somehow vanilla function "addScriptOnce()" did add script only once, but multiple times in singleplayer- this didn't happen in multiplayer.
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
Laserzwei  [author] 20 Jul, 2019 @ 1:59am 
@FLSoz That's a bug and it shouldn't happen. In fact it can cause all kinds of trouble. Are you playing Singleplayer or Multiplayer?
FLSoz 19 Jul, 2019 @ 5:28pm 
My ship keeps getting a CarrierCommander script added to it every time i save and reload the game. I have 5 of the carrier icons in the top right corner now ... I'm pretty sure this is a bug
yourherealready 18 Jul, 2019 @ 9:40pm 
and that fixed it don't know why that didn't work the first time
yourherealready 18 Jul, 2019 @ 2:34pm 
sorry messed up files haveing to download again
Laserzwei  [author] 18 Jul, 2019 @ 1:49pm 
%appdata%/Roaming/Avorion/clientlog
%appdata%/Roaming/Avorion/galaxies/<name>/serverlog
yourherealready 18 Jul, 2019 @ 1:26pm 
ok i will just how / where do you want me to grab them from
Laserzwei  [author] 18 Jul, 2019 @ 8:25am 
@yourherealready please send me your client & serverlogs