Avorion

Avorion

Laserzwei's Basic Commands for the Carrier Commander
105 Comments
chabero 7 Jul @ 1:38pm 
@ Fluffy, wrong Miner? every Mininglaser/Miningfighter can only mine 1 tier higher as his Mininglaser

and he need (forced) the Miningcrad to funktion installed in his ship and this Card must see the Mineraltier
Fluffy Pagan 7 Jul @ 7:12am 
Worked fine until today. For some reason my captain refuses to see any resource asteroids, despite there being three sitting literally right in front of his face.
chabero 27 Dec, 2024 @ 8:41am 
I have a small Problem with my Fighters...
Fighting "The KI", but my fighter dont start.. as a small Xotangroup joins, the fighter starts, kills the Xotan and land but ignoring "The KI".. whats wrong?

Sometimes the Fighter ignores enemys (every) i dont no why... in the beginning my fighters works fine/perfect, now sometimes nothing..
2G33K4U 12 Sep, 2024 @ 6:35pm 
2.5.2 works
Marc 29 Jan, 2024 @ 5:08am 
2.3.2 works
Marc 26 Jan, 2024 @ 12:06am 
Hallo with the new DLC active the came chrashes every time by Gamestart (loading)
I only use your two Carrier Commander mods. With out your mods the game starts normaly.
Is it possible for you to luck at it or are you not play the game anny longer.
Trash Panda 16 Dec, 2023 @ 5:18pm 
fighting with getting repair fighters to work proper
Rysten 26 Aug, 2023 @ 5:43pm 
Having an issue, I use attack all but only 4 out of the 5 wings of fighters launch (I have 5 fighter 2 repair 3 salvage). It doesn't appear to be registering wing 5?
=Zinemardt= 31 Jul, 2023 @ 10:07am 
ive noticed giving an Autopilot command (ie Escort or Refine ore) can sometimes break the Carrier commands and the ship will recall all fighters regardless of Carrier commands setting. Switching them off and back on several times fixes this however is there a more efficient Fix for this? its not game breaking rather just mildly irritating. ty!
FOR GOD SAKE OPEN THE SILO DOORS 25 Jun, 2023 @ 10:31pm 
Not sure what the solution to your problem is, but your english is pretty good chabero! No need to apologize.
chabero 17 May, 2023 @ 3:31pm 
is there a proplem with repfighters? 1 have 1 squad, repair is aktiv but the dont start and heal me (my shields mostly down) and under attack, if i start them manuell (vanilla) the start, heal 1 cycle and land... but not every time

If i give my ship the vanilla-order "repair all" thex start and heals me, but the ship dont fight... *hmpf*

Is this a Gameproblem or a Problem from this Mod?

*sorry for bad english, i´m from Germany*
2G33K4U 27 Jan, 2023 @ 10:44am 
Launching drones instantly makes them vanish
H₂o `Sᴘᴇᴢ 6 Dec, 2022 @ 2:14pm 
Working fine - still
][-Stormshadow 1 Sep, 2022 @ 11:48am 
Not sure what their issue was, but my salvagers are behaving rather oddly, too. The last time I played was still during EA. Back then, when you issued the salvage command, they'd roll out toward the nearest wreck and progressively chain to the nearest wreck as they cleared them. Now, they preferentially target whatever wreck is closest to me, even if they haven't finished the one they were working on previously. They're not acting independently at all.
Alastair 10 Aug, 2022 @ 1:08pm 
@moczor if possible could I ask how it isn't working? Since I was planning to use it in my own game on a server?
moczor 9 Apr, 2022 @ 4:42am 
not working properly
H₂o `Sᴘᴇᴢ 29 Dec, 2021 @ 8:26am 
all works fine, tested on server.
Leon 28 Sep, 2021 @ 2:31pm 
seit dem 7 sep ist ein größes updat raus gekommen seit dem funktioniert der mod nicht mehr richtig die jäger wollen nicht mehr richtig reagieren weil es jetzte ein autopiloten gibt was zum teil auf jäger commander ist und das plugin zum teil immer wieder am spinnen ist mal geht es mal geht es nicht deswegen ein kleinen fehler ist und die jäger nicht oder halb nur drauf reagieren wenn man den befehle gibt um bestimmte sachen zu machen oder um alle astros zu meinern das macht er auch nicht mehr mal geht es dann wieder nicht also das plugin spinnt ein wennig deswegen noch mal meine frage wegen ein updat für das plugin
Locutus918 6 Apr, 2021 @ 10:38pm 
I am having issues with mining they just circle my ship but do not actually mine the asteroids i can see
KyuubiYoru 1 Apr, 2021 @ 12:42am 
Seems like "Mine all Astroids" no longer works, it keeps on "Waiting for Targets".
MarvinFS 24 Mar, 2021 @ 5:25am 
Hi guys i've noticed strange behavior then using salvage command in "Basic Commands for the Carrier Commander"
salvage squads behave strange some times just leaving target and going 50km to the other then back
all squads are attacking seems to be SINGLE block thus wasting huge amount of times
vanilla scavenge behavior is much more intelligent when they tend to target somehow it's own targets or closeby, onlyt issue it works within 3km range of the main craft (when you are piloting) how it could be addressed?
DVeL 22 Mar, 2021 @ 2:38am 
I use "Basic Carrier Commands". Amazing mod btw =)
But I have a weird fighter behavior: they continue to attack boarded ships. It results in either them destroying ship together with my crew, or if the crew succeeded in capturing - the get stuck with my new ship as their target, not attacking it but also not attacking anything else. I have to recall them all and relaunch them again for them to choose new target.
Halcyon 19 Mar, 2021 @ 3:57pm 
Also, there seems to be an issue. It works and it doesn't.
I built a ship and docked two modules to it. Each with 120 fighters. One for mining fighters, the other for salvaging fighters.

I thought that the carrier command was more global?

Apparently have to be on the ship that owns the fighters to control them, which kind of defeats the point of having a control panel to begin with.
Halcyon 19 Mar, 2021 @ 1:05pm 
Can you explain what all of the commands mean? Whats the difference in salvage fighters between defend and dock? I don't understand ?
LCaroh 13 Mar, 2021 @ 10:57pm 
It´s a nice mod, allthough with a simple but bad error: The mining-module is no longer usefull, because all fighter now "know" where all the resources in the current sector are, even if never scanned before!
Would you be so kind to fix that, pls? I think, this mod could be really fun, if the fighters where not going zu fly endless ranges to get where the ressources are...
But hey, still a well made mod!
Meesmaalt 11 Feb, 2021 @ 10:50pm 
Hey laser I'm getting errors with the mod now with Stable 1.3.7

I'm sending you data over DM in discord.
Laserzwei  [author] 1 Jan, 2021 @ 1:09am 
serverside is required
MorkMork 31 Dec, 2020 @ 9:57pm 
If playing on a server as opposed to single player, does this need anything server side, or just locally?
LumberingTroll 20 Nov, 2020 @ 5:18am 
Awesome, thanks Ill check into it!
Laserzwei  [author] 19 Nov, 2020 @ 9:13pm 
You are using the
"Improved Carrier Commands" - Mod
Which is not supported by me
Laserzwei  [author] 19 Nov, 2020 @ 9:11pm 
@LumberingTroll You aren't running the current steam version of Basic Carrier Commands
Please remove the content of your modfolder and let it redownload from steam
LumberingTroll 19 Nov, 2020 @ 4:37pm 
@Kaserwei I am getting these errors on my server, related to the salvage command.

https://pastebin.com/VXM6E4Qg
TigersFangs 18 Nov, 2020 @ 6:35am 
Please disregard my prior comment. It seems that our server was running another mod that was causing the issue with your carrier commands. I wish that these carrier commands were in vanilla. They are awesome! ^_^
TigersFangs 13 Nov, 2020 @ 4:01pm 
So just curious, it seems that the mining and salvaging commands don't seem to work any further than the vanilla harvest command(about 2.5-3km). I am not sure what I could check on to see if it is something wrong on my end. I used this mod several months ago and mining/salvaging fighters used via these commands would mine an entire sector without the carrier needing to move. Now they just hover around the carrier even if an asteroid is targeted for them. The only time that they harvest is when the target is within 2.5-3km of the carrier. Is this just me?
Marc 5 Nov, 2020 @ 11:43pm 
Hi wird es ein update geben für die neuen Doppel Harvesterlaser? Die können nämlich beides Abwracken und Bergbau? Hab einen vom Boss bekommen 965 DPS und 90% für Bergbau und Abwracken bei 2.4km
Seumas 2 Nov, 2020 @ 9:11am 
Laserzwei... You rock! Thank you!!
Laserzwei  [author] 1 Nov, 2020 @ 3:23am 
I've updated the mod:
- starting a command should now be instantly
- I still haven't quite figured out what causes "Found a target, but no suitable fighters.", even when there are valid fighters on board of the ship. I've personally never witnissed this problem, which makes it ever more difficult to fix.
BUT: I have a good hunch in where it breaks. So I added a button at the very bottom of the config menu -"Reset Squads"-. If you encounter these stuck fighters try pressing the button and re-enable the command(s), you may also send me a serverlog of when it happens
chabero 13 Oct, 2020 @ 12:20pm 
Hi Laserzwei, ist es evt möglich für die Fighter ne art "Kurzstreckandockteleporter" zu implementieren? so ca 0.5 bis 1km Reichweite würde locker reichen denk ich mal.

Hab bei meinem Schiff (mehre Dockplätze) immer das Problem das die letzten Jäger Probleme haben zu landen, die eiern ums Schiff und glitschen durch bis sie es dann nach gefühlten Jahren endlich mal geschafft haben anzudocken ...

*Trägerreposition hilft etwas trotzdem dauert locker 2 Minuten teilweise bis die letzten 3-4 Jäger gedockt haben..*
Seumas 3 Oct, 2020 @ 6:24pm 
@Laserzwei love your mods so much that playing the game without the Basic Commands for the Carrier Commander makes playing the actual game so much less enjoyable.

The basic commands don't work anymore as I've I'm experiencing the same issues as those who have noted the same problems. Fighters stay docked even though they have targets. Please update the mod if your still around. :steamhappy:
SugerGlider 6 Sep, 2020 @ 1:40am 
this mod is in desperpet need of a update see below for why
Echo 28 Aug, 2020 @ 3:11pm 
My fighters seem to stop working autonomously when I have both salvage and mining fleets (separate). The miners worked just fine until I added a salvage fighter squad
RawrKitteh 12 Aug, 2020 @ 9:49am 
I'm having issues where miners and salvagers say "Found a target, but no suitable fighters." while I do have miners and salvagers. Once with miners, and telling them to manually mine something, then turn this command off and on worked for them, but salvaging remains locked to that.
Droknar 18 Jul, 2020 @ 1:24pm 
I started up my game today and now my carrier command isn't functioning properly. When set to attack it works normally but mining and salvaging doesn't work right. Miners and Salvagers just fly around like they would without this mod until you get close to something they can mine or salvage. Nor do they come back when I turn off mine or salvage but attackers do.
Proud Wingman 20 May, 2020 @ 12:40am 
Thank you for your Update !!
Laserzwei  [author] 19 May, 2020 @ 10:13am 
Your obserbations are spot on @AterIgnis
AterIgnis 19 May, 2020 @ 8:02am 
Also, while using distance2 is expected to be better for performance reasons - it is strange that in attack command distance2 is used in conjunction with linear threshold (km*km + km) comparing against (km*km) makes that threshold too big for small ranges and too small for large distances. Further investigation shown that distance() returns values in 0.01km units, thus it seems better math (check needed) is to use *100 instead of *1000 in distThreshold and replace distance2 with distance for attack orders.
AterIgnis 19 May, 2020 @ 8:01am 
Hello,
I found this mod quite useful, but i feel it would be great to have some kind of operation range limitation setting, so fighters don't go across entire sector away from mothership and operate only in set range.

So I decided to make modification to your mod and came across an issue with modding half of *_config.lua files: it seems the line "--end" after "return" breaks Avorion script patching for those files. Is it intended for those files to be non-modifiable? There seems to be no other option to add custom fields to existing commands.

Next it would be great to have some sort of overrideable function to filter entities returned by getEntitiesByComponent either by separating that call to overrideable method or adding some other overrideable method which would be called for each entity while deciding if it is worth being possible target (entitiy and ship as arguments, maybe currentPos too).

Best Regards
Hi dein Mod ist supergenial!
Könntest du da eine kleine erweiterung einbauen bei den mining jäger?
Und zwar ne checkbox für ressourcen das man dann einfach einstellt was gesammelt wird und die anderen asteroiden eben dann ignoriert werden.

Auf jedenfall Top deine Mods!
Weiter so!

Danke im vorraus
MachoNatchoMan 16 May, 2020 @ 11:47am 
he does make a good point with the home sector issue tho.. i'd want the same thing if my home sector started to get filled up with small wrecks, though i would normally just let them despawn over time too and not bother

but for those that would like it uncluttered it would be a nice feature, but probably a lot of work just for that little feature

@adamsrealm
as a workaround, at least for now. it's tedious but what you can do is just individually tell your groups on the left (vanilla menu) to salvage and then go close to whatever wreckage you want gone, if you do it that way they use the vanilla behaviour and will salvage every little annoying piece :q
AprilsRealm 28 Apr, 2020 @ 6:19am 
@Laserzwei, that's why I asked for an option that you can turn on/off

You could put a stonking great big warning above it to ensure people know what may happen if they enable it. (or you could even hide the option in the config file so the occasional dumb player doesn't activate it and then complain)

I'm not asking for it to be the only default behaviour, I'm asking for the ability to choose which one I use, with the default being the current settings. I absolutely detest when simple minded people (not you, the players you said complained) end up restricting somethings potential because they are too dumb to use it properly)

I only ask because I like fast savaging in scrap yards, but really need a garbage cleanup option for sectors I live/build in due to constant xsotan and pirate raids, with the debris not despawning and causing my fps to tank.