Avorion

Avorion

Fleet Jump through Gate Command [OUTDATED]
95 Comments
倒背圆周率 6 Mar @ 12:07am 
中文翻译,这个模组在地图视图中添加了两个舰队命令。仅兼容 Avorion v1.* 版本。

功能:

使用传送门:
如果有传送门,会弹出一个窗口选择要跳跃的传送门。飞船将使用传送门,即使目标星系在其跳跃范围内。

使用虫洞:
选中的飞船将飞越当前星系内的虫洞。

这两个命令可以排队执行,并且即使目标星系之前未被探索过也能正常工作,因此非常适合自动化探索。

如果你想添加、改进、优化某些功能,或者只是想确保你的模组与此模组兼容,欢迎在 GitHub 上 Fork 该项目并提交 Pull 请求:
https://github.com/MassCraxx/Avorion-FleetJumpGateCommand

如果你喜欢我的模组并想支持我,欢迎请我喝杯咖啡:
https://buymeacoff.ee/MassCraxx =)

特别感谢:

Shrooblord 提供的更新支持。
CharChar 12 Sep, 2021 @ 2:40pm 
This is now a problem: "I overwrote all of the mapcommands client code"
The mod works as advertised, but now it is not possible to give jump orders to captains on the Galaxy Map.
Squidface McGee 31 Dec, 2020 @ 10:55pm 
Thanks for your work on this!
Jikings 31 Dec, 2020 @ 7:54pm 
I just realized this (AI order to go through gate/wh) is actually in the base game, but not as a part of the right buttons
Jikings 30 Dec, 2020 @ 9:14am 
New player here.

I was wondering why I wasn't able to order one of my ships to go through a gate (which made complete sense to me), after a Google search I found this and thought... this should be on the game by default.

Great mod, thank you ♥
MassCraxx  [author] 10 Jul, 2020 @ 9:48am 
@Frettzo the mod just gives the AI a command to fly through the gate. The way the ship takes and the time it needs to do it is completely handled by the game itself. Therefore I can not give any insights in that, maybe it encountered some obstacles like asteroids or so.
Frettzo 10 Jul, 2020 @ 4:31am 
Ah, nervermind it just used the gate. It just took an incredibly long time, why is that?
Frettzo 10 Jul, 2020 @ 4:30am 
Hello, I assigned a small explorer ship to jump through a few gates but it doesn't seem to be doing anything. THe only other mods I've got active are Advanced Shipyard, Detailed Turret Tooltips and No Independent Targeting Penalty. I don't think any of them modify the command filed for fleets right?
MassCraxx  [author] 8 Jul, 2020 @ 9:22am 
@Drexl thanks dude :happymeat:
MassCraxx  [author] 8 Jul, 2020 @ 9:20am 
I updated the mod and its now compatible to the current Avorion version.
I overwrote all of the mapcommands client code, so I don't expect this to work well with most other mods that manipulate those commands. I may consider a more compatible Crafts Order Lib version once it gets updated.
Drexl 1 Jul, 2020 @ 6:02pm 
I look forward to the update. This is an excellent mod. Thank you for your hard work! :)
MassCraxx  [author] 23 Jun, 2020 @ 8:31am 
Unfortunately, the updates to the Galaxy Map broke compatibility. I will look into updating it soon.
MassCraxx  [author] 23 Jun, 2020 @ 7:14am 
This mod is not built using the Crafts Order Lib, therefore it is not compatible with it.
Kalshion 27 May, 2020 @ 11:27pm 
Whenever I try to use your mod, it tells me that it isn't compatible with Crafts Order Lib?
MassCraxx  [author] 18 May, 2020 @ 12:00pm 
Yeah, mb, should be fixed now.
Shrooblord 18 May, 2020 @ 4:27am 
Hey MassCraxx, just discovered you didn't include the full bugfix. In mapcommands.lua there is also a part that says

local sectorView = player:getKnownSector(x, y)

which also needs the "or alliance" treatment:

local sectorView = player:getKnownSector(x, y) or player.alliance:getKnownSector(x, y)
MassCraxx  [author] 13 May, 2020 @ 7:04am 
I somehow deleted my earlier comment.... So I added Shrooblords fixes to this mod, thanks again!

@Shrooblord I feel confident =). I hope this mod will be part of the base game before it looses compatibility, it happened before.
Shrooblord 13 May, 2020 @ 6:54am 
P.S. RE: dependencies: 1.0.* will work as well, of course. 1.* is maybe a little much going forward
Shrooblord 13 May, 2020 @ 6:53am 
Removed my port from the WS, consequently. Thanks Craxx!
Shrooblord 12 May, 2020 @ 5:00pm 
@MassCraxx thanks. On my own workshop version I uploaded a bugfix just now where Alliance and Player Ships now behave the same. I was experiencing weird inconsistent and buggy-feeling behaviour. But it's fixed now for my version. Feel free to check it out and see if you want to integrate it into the original.
MassCraxx  [author] 10 May, 2020 @ 4:29pm 
@Shrooblord Done. Sorry for the inconvenience.
Shrooblord 10 May, 2020 @ 9:52am 
Hey there! Could you change your dependencies key from


dependencies = {
{id = "Avorion", min = "1.*", max = "1.0"}
},

to


dependencies = {
{id = "Avorion", min = "1.0", max = "1.*"}
},

?

Then it will work as expected. Currently, you cannot play this on the beta branch, because technically 1.0.2 is higher in version than 1.0.
MassCraxx  [author] 26 Mar, 2020 @ 6:50am 
Yes, this will not alter your savegame in any way.
Sindroms 26 Mar, 2020 @ 12:36am 
Good day, governor.
Is it safe to assume that this will work on existing saves?
MassCraxx  [author] 21 Mar, 2020 @ 4:59pm 
It will now.
@Leet, RyGuy_McFly I think I found a solution your request. Let me know if this works for you.
[S.C.] Worsin 12 Mar, 2020 @ 4:44am 
Will this work for 1.0?
MassCraxx  [author] 9 Mar, 2020 @ 1:07pm 
@RyGuy_McFly as pointed out by [DPDN] Leet the ships did always prefer jumping over using gates if the destination is in jump range, even with this mod.

I think this behaviour could be easily adjusted though, but is this always preferable?
RyGuy_McFly 3 Mar, 2020 @ 7:57pm 
At the moment, ships just seem to ignore the gates entirely and attempt hyperspace.
MassCraxx  [author] 29 Feb, 2020 @ 7:43am 
I see. Can you be a little more specific on the difference, or what exactly is not working for you? Is it about wayfinding of the AI? If so, there is not much I can do, since this is being done in the native code which is not easily moddable.

I will have a look after the full release on 8th of March. Until then, lets go the official way and create a bug ticket for Avorion (you can do this in-game), as they are currently heavily fixing stuff.
RyGuy_McFly 28 Feb, 2020 @ 3:12pm 
I agree with @El_Burro_Diablo, base game seems to not do this, or at least not in the same way, and I can't seem to figure it out...
El_Burro_Diablo 26 Feb, 2020 @ 3:53pm 
i still think your mod actully works a lot better then the base game update now
MassCraxx  [author] 16 Feb, 2020 @ 1:27pm 
Well, the only thing that they dont have in the base game is the wormhole button, but I dont think it adds enough value to the game to maintain a mod for it. Correct me if im wrong. So I guess there is no need for any mod like this anymore.
siremagu 16 Feb, 2020 @ 1:17pm 
Does that mean that you mod will become completely redundant or do you have other plans for it.
MassCraxx  [author] 16 Feb, 2020 @ 7:17am 
@siremagu Thank you for reporting this. I can happily confirm the mod stops working with 0.32 and that is because this feature is now finally a part of the base game, as it should be!

Thank you all for supporting this mod!
siremagu 15 Feb, 2020 @ 12:33pm 
I don't think that your mod is working with on the new Beta.
Berkys32 12 Feb, 2020 @ 1:31pm 
Not 100% sure if its your mod, but somehow my ship is able to follow my commands even without captain (not always, and never through gate thou)
[DPDN] Leet 10 Jan, 2020 @ 6:58am 
@MassCraxx Good question, Because when I am trying to jump alot of large vehicles across the universe hitting gates is faster then waiting for jump drives and the fee's are nominal most of the time! Thank's for the reply
MassCraxx  [author] 8 Jan, 2020 @ 4:57am 
@Leet well, I suppose this would be possible, but if the jump range of the ship is sufficient, why not jump instead of using the gate? Saves you the fee.
[DPDN] Leet 7 Jan, 2020 @ 4:42am 
any way to force the to use jump gates other then frying their jump drive? or any plans to make it possible?
Baka yellow 26 Dec, 2019 @ 11:04am 
@MassCraxx dank yah mate. Far's i know, im taking steps to avoid the ungodly CPU stomp by only making sure my ships move one warp gate at a time, not setting them to go through multiple gates at once.
MassCraxx  [author] 26 Dec, 2019 @ 9:16am 
@Baka will investigate this further. Also, well its a little more than just "activating" commands, but yeah honestly I don't see a reason (yet) why the devs did not just add this in the first place.
Baka yellow 25 Dec, 2019 @ 3:21pm 
@massCraxx I dunno thinking about it. Far's i know is that when i have like, 2 or 3 ships separately moving to separate sectors using warp gates,the CPU gets hit hard. also excuse me ADDS AI COMMANDS THAT ARE ALREADY PART OF THE BASE GAME? OH COME ON!(that said dank yah for activating those commands still)
MassCraxx  [author] 23 Dec, 2019 @ 8:05am 
@Baka Does this only happen with this mod activated? It should actually not have a high impact on the performance as it simply adds control over AI commands that are already part of the base game. Possibly, these are not very optimized yet, its early access after all.
Baka yellow 21 Dec, 2019 @ 8:09pm 
Interesting note. Having multiple ships warp into multiple sectors through shift click lags the heck out of my CPU. Any way that can be fixed? Just curious.
Malory Veridia 21 Dec, 2019 @ 8:48am 
@MassCraxx I think I figured out the issue. If for any reason your hyperdrive is disabled on the systems power management then your ship will not even move through a gate or wormhole.
MassCraxx  [author] 21 Dec, 2019 @ 6:33am 
@Sylanna I did not observe this behaviour yet. Does it work again if you reload your savegame or is the error persistent once it comes up? Could you please check the ingame console and send me any error you get once it stopped working via PM? You may need to manually bind a hotkey in the settings to open the console.
Malory Veridia 19 Dec, 2019 @ 11:34pm 
This seems to break after a while. Been using it for a few hours and it just stopped functioning.
Strayloc 8 Dec, 2019 @ 12:07pm 
Lovely, just lovely.
Seraphin 19 Nov, 2019 @ 2:14pm 
Nevermind ... I looked up how to add a mod via modconfig.lua to my LAN server. Now it looks like it's working fine. Thank you for this mod. It's a heavy missed feature to be able to send ships through gates remotely on the universe map.
Seraphin 19 Nov, 2019 @ 1:48pm 
Doesn't work in my LAN game ... do I need to install this mod on the server itself?

The mod is shown on my client in the mod screen of the main menu ... but it's not shown in the mod screen when ingame. Any advice?