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and he need (forced) the Miningcrad to funktion installed in his ship and this Card must see the Mineraltier
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..
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.
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*
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?
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.
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.
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!
I'm sending you data over DM in discord.
"Improved Carrier Commands" - Mod
Which is not supported by me
Please remove the content of your modfolder and let it redownload from steam
https://pastebin.com/VXM6E4Qg
- 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
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..*
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.
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
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
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
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.