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If not, then plan B will have to be to check against the entity's faction - which is easy enough in the Xsotan case, but for other factions (pirates, persecutors, bosses, etc.) things get trickier.
@maniac1168: the version on GitHub is still 0.2, so you can unsubscribe from the Workshop version and manually install the GitHub version (and then uninstall the GitHub version and re-subscribe to the Workshop version if/when that server updates to 0.3.x). Download: https://github.com/YellowApple/WarZoneTweaks/archive/refs/heads/master.zip
Logs successfully ignore large xsotan breeder. Victim is Xsotan.
Torpedoes ignored.
Fighters do not appear in the log. When the hazard zone is propped, there is no mention to what caused it and no signs of fighters involved.
When selecting a xsotan fighter, its indicated just like any normal fighter except its of the xsotan faction. I would not be surprised if it lacks the "is_xsotan" flag.
Also, weren't Xsotan carriers only introduced ever since the Into The Rift update? If so, then I would be willing to bet the fighters lack the "is_xsotan" flag,
I can provide a quick video of the logs while in the rift until the hazard zone is declared if you wish.
is there a way to roll the mod back to a previous version?
Can you post the logs from when those hazard zones popped? There should be a bunch of log entries like "WarZoneCheck: blah blah blah" whenever a ship or station is destroyed or boarded.
Shot a few fighters (from small breeders) than destroyed I believe the 3rd large breeder and hazard zone popped. This was seemingly due to the large breeder dying but it could of had fighters out which died upon its destruction and it was them that popped the hazard zone.
Also did a test with just enemy fighters spawned by small breeders, still made it a hazard zone.
Into the rift has evidence of questionable coding practices as though it was not made by the original devs but an off-higher team. It would not surprise me if they did some strange coding with how rift sectors work, making this mod's life very difficult. Though again thankfully, no faction ships spawned due to the hazard zone in any of these tests, which was the main issue with the mod as the spawned faction ships would clean house.
I also found out that destroying large xsotan breeders does not count, unlike my previous conclusion unless destroying 3 is not enough on its own. Fighters spawned by them will cause a hazard zone when enough are destroyed though. Again though, no faction ships spawned unlike in the past so maybe regardless, faction ships appearing in the rift is patched?
No idea if the special xsotan breeders ("unusual xsotan breeder" collect xsotan samples secondary rift objective) would count and I am not gonna test that with the assumption that in the past, whenever those breeders were destroyed, their fighter spawns being deleted due to parent ship loss is what caused the immediate hazard zone after.
@Vertu to confirm, destroying Xsotan breeders / fighters in rift sectors without this mod installed does not cause a hazard zone to trigger, right?
We'll be starting a new playthrough soon and I'd like this mod for our eventual station sector so it can actually make some money despite constant attacks.
Nope. What that bug/oversight means is that if you uninstall this mod, any sector visited while this mod was active will permanently have modded decay/threshold values instead of vanilla - so for example, existing sectors' warzone scores will start decaying after 5 minutes instead of the vanilla 60, even though the mod is fully uninstalled, because "noDecayTime" is baked into the sector data itself.
Loading this mod into a running save should never be an issue (because this mod includes the necessary code to override the baked-into-the-sector data). It's only uninstalling that'd be an issue.
BTW: I noticed this update is just 1 day short of being exactly 3 years since you first published the mod.
For those having issues: if y'all press the apostrophe key ( ' ), that should show Avorion's in-game debug logs, including any errors and debug messages from WarZoneTweaks; if you're having issues, providing the output from that would be a huge help.
i added a few print statements to your mod just to see what actually gets modified. i logged the current
self.data.noDecayTime
and
self.data.noDecayTimer
it seems to work for sectors you newly discover, but the ones created before adding the mod dont seem to be listed.
i have 0 experience with the avorion API so i cant fix it myself, but are you sure you are adding your script to existing sectors ?
the sector was created before adding the mod to the save, but your documentation says it should still be working right ?
"could not execute 'warzonecheck.ondestroyed' "
Error: attempt to index a nil value (Line 68)
any chance you can fix this? my sector isnt producing currently and i suspect its got something to do with that.
No, I'm just a complete idiot and forgot to override the mods on my save :-D Sorry!
elseif victim:getValue("is_xsotan") then delta = 0
Or are you asking for them to be *in*cluded, i.e. contributing to war score like in vanilla?