Avorion

Avorion

Trade Mapping
40 Comments
Tahm 14 Jan, 2024 @ 4:11am 
anyone know how to make it work on 2.4.2?
Trash Panda 15 Dec, 2023 @ 9:49am 
what do the numbers on the right mean?
vcrxfly 13 Dec, 2023 @ 4:10pm 
I'm glad it works on 2.4.1, it's very convenient!

But my mother tongue is not English and my English is poor, so I have to rely on a dictionary to confirm most of the products. Is there any way to translate the products in the map options? thank you.

——The above content is from translation software, please understand:steamhappy:
Count 30 Jul, 2023 @ 8:22am 
Thanks @Iteration: AI Terra!
Mod seems to work great
Iteration: Al Terra 30 Jul, 2023 @ 4:03am 
IXCenturion's method does not work. Follow his steps until the section where he asks you to change the dependency location.
Instead of copy+pasting his code, go to the third line down in the code snippet, then change "max = (number)" to "max = 2.3.*"
Do not modify anything else. Save your file and the mod will appear in-game.
Iteration: Al Terra 30 Jul, 2023 @ 3:08am 
Can someone tell me if this is clientside or serverside? I play on Tree Cafe 1, think this would be very useful, but not sure if it would be OK or not
IXCenturion 1 Jun, 2023 @ 12:13pm 
mod appears to work with 2.3 after changing game version dependency. all my old data was there and i was able collect more data after jumping to a new sector. those of you who want to fix it yourself you can go to the mod location ( "your steam file location here"\steamapps\workshop\content\445220\199921564) open the modinfo.lua and change the dependancy location to say this:
dependencies = {
{id = "1722652757", min = "1.3.5"},
{id = "Avorion", max = "2.*"}
all you need to do is copy the line right above this one and copy it over the line on your file version and hit save and it will now be able to be used with 2.3
CurtimusPrime92 28 May, 2023 @ 9:40am 
does this work for v2.3.X?
Khaziir Everflight 28 Mar, 2023 @ 11:53am 
Causes the game to crash currently when loading the game (tried to change its compatible game version in the ini/config file cause i had success with other mods like that).
Ruin 30 Jan, 2023 @ 6:53am 
I can sorta repeat what they experienced, i just loaded into my singleplayer game after using this mod yesterday and all my collected trade data is gone it seems.

Also, with the not gathering thing, from my experience it only seems to not collect it if the sector doesn't buy or sell anything, like the gate-only sectors, which does make sense, why collect trade data for a sector that doesn't trade.
BloodyRain2k  [author] 11 Sep, 2022 @ 6:54am 
The only thing I can think of is that you visited it the first time either without the mod or without a trading system, which is a requirement for data collection that probably should mention somewhere...

If it's neither of that then I have no idea since I only play single player.
maCrofage 3 Sep, 2022 @ 11:17am 
Great mod, but as @theamazingharu, I confirm that you need to revisit a sector to have its data. Sometimes it doesn't gather it, but I'm not sure.
theamazingharu 30 Aug, 2022 @ 10:12pm 
i really like this one but i am having an issue where i have to revisit all my previous sectors to get the information again on a server. Any idea on how to fix it?
PewPewsAlote 15 Nov, 2021 @ 7:55am 
I can confirm that this works for me, so far I've had no issues with it.
BloodyRain2k  [author] 1 Nov, 2021 @ 3:38am 
Unlikely to work with 2.0

It's been a long while that I was able to work on this. The last time I played myself for a short time, it seemed like it's partially still working, but I'd not bet on that to be the case for everyone.

On top of that were API changes done in the mean time and I have yet to find something that gives me a good summary about that.
phelysarrian 31 Oct, 2021 @ 7:27am 
Not working with 2.0?
Lightning 17 Oct, 2021 @ 10:25am 
Does this work in 2.0?
Mialu 12 May, 2021 @ 2:00pm 
Triggered saving of all server data.
saving sector 0xd595e350
[DccTurretEditor] Sending Config To Client 3
T: 14
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: onSectorChanged data/scripts/systems/tradingoverview.lua

could not execute function 'onSectorChanged' in '"data/scripts/systems/tradingoverview.lua"':

D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\1999215648\data/scripts/systems/tradingoverview.lua:134: attempt to index local 'pilots' (a number value)
stack traceback:
D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\1999215648\data/scripts/systems/tradingoverview.lua:134: in function 'collectSectorData'
data/scripts/systems/tradingoverview.lua:321: in function <data/scripts/systems/tradingoverview.lua:320>

[DccTurretEditor] Sending Config To Client 3
ykyng 6 Apr, 2021 @ 5:48am 
Deleted mod data file - rubberbanding is gone. :-) Maybe a first and simple fix would be to limit the count of sectors the data is kept stored for. (Sector data with lowest value of last visit gets deleted on adding a new one for example)
ykyng 4 Apr, 2021 @ 2:12am 
Well, I had to deactivate the mod, too as it seemed to cause massive rubberbanding in singleplayer (!) during fights. System specs: Ryzen 2700, 64GB RAM, NVidia 1060 w/ 6GB RAM. I have visited over 4000 sectors so far, effect did show only after a while so that I didn't suspect the mod at first :-) The mod data file has grown quite big (4MB), I could provide it for some testing and inspection if you like.
Signals 8 Mar, 2021 @ 11:14am 
I wasn't able to figure out how to open the list box which shows the data.
BloodyRain2k  [author] 6 Jan, 2021 @ 2:23pm 
That sounds weird, but it does indeed throw the sector info at the server as it loads said sector in.
I'll see if I can get it to save the new data async, but I'm limited to singleplayer testing, which is technically local multiplayer, so maybe the server's too weak? No idea...
baksy2k 6 Jan, 2021 @ 10:50am 
Ryzen 3600 and Gforce 1080 is enough for singleplayer to skip lags as such.
As for multiplayer - both friends experience lags when I warp somewhere as the mod appears to update info during the sector boot and causes a lag spike. (I'm the only one who started exploring green dots to build several trade routes)
Server ping is close to 100ms, but the channel is wide enough (100Mbps) to avoid frequent freezing and slowness.
I can be wrong and more testing is required to determine the cause, so I'll keep it as the only mod on the server and spend some time exploring to get a full picture. Unfortunately, the server log is not detailed enough to pinpoint it.
BloodyRain2k  [author] 6 Jan, 2021 @ 2:52am 
100+ is causing problems? I have like 500 explored and no issues. Do you have a not so strong PC by chance?
It's actually already set up that it's not bothering with more than is currently visible in the map.
baksy2k 5 Jan, 2021 @ 3:51am 
@Bloodyrain2k Hey!
That's a nice mod that allows monitoring price and keeps values when buying/selling via map commands, however, I had to switch it off as it brings too much lag when 100+ systems are explored with a Trading Module installed. It would have been awesome if it can stop calculating every time the map is opened and the jump to another system is initiated, and be togglable instead or the mechanism modified somehow to prevent lags.
LumberingTroll 19 Nov, 2020 @ 6:21am 
Also, would it be possible to move the list down about 50 - 100 pixels so this overlapping doesn't happen?
https://i.imgur.com/mMPsccc.png
LumberingTroll 19 Nov, 2020 @ 6:15am 
@BloodyRain2k these are the errors I am seeing server side.
https://pastebin.com/x3rH62hb
PewPewsAlote 19 Nov, 2020 @ 2:16am 
this update completely broke the trading system upgrade. @BloodyRain2k
BloodyRain2k  [author] 18 Nov, 2020 @ 8:17pm 
I've uploaded a change that hopefully fixes it, and if not, at least should help finding out what's happening.
My current suspicion is that it's a ship of an offline player, so the script tries to 'write' data to him, but that's as far as I remember currently not possible.

If the added debug message about the ship owner gets too spammy, just comment out line 139 in the mod's tradingoverview.lua

But before that, make note of the ship's name and try to see who it belongs to, so I know if my suspicion was right.
LumberingTroll 18 Nov, 2020 @ 7:16pm 
I started getting a lot of error spam while playing so I had to disable the mod. Not quite sure what's going on.
These are the errors I have been getting.
https://i.imgur.com/fEF0g6b.jpg
Galzein 10 Nov, 2020 @ 7:06pm 
github project?
AprilsRealm 24 Apr, 2020 @ 9:45am 
Is this mod going to be updated for 1.0?
BloodyRain2k  [author] 20 Mar, 2020 @ 12:03pm 
I'd be suprised if it's still working with 1.0, it's been a longer while since I had time to work on my mods and it will sadly stay like that for a longer while.

As with the Gate Mod, if anyone else feels like giving it a shot at making it compatible, feel free to do so, I won't have the time for that for quite a while.
lowie1771 17 Mar, 2020 @ 10:18am 
Not sure if this works with 1.0 but this is a great feature sorely needed
Emiricol4Rl 14 Mar, 2020 @ 7:32pm 
pretty pretty please ;)
Zicco 14 Mar, 2020 @ 6:08am 
yea an update would be great
BlackTop 11 Mar, 2020 @ 8:17pm 
This is the mod I have always wanted to have! Is there any chance it will be updated to 1.0?
BloodyRain2k  [author] 28 Feb, 2020 @ 12:22pm 
Very likely, last time I worked on this addon was with 0.31.2
Lord_Havoc 28 Feb, 2020 @ 10:07am 
I'm on beta branch, so it could be something they've done to break it in .33
Lord_Havoc 28 Feb, 2020 @ 9:54am 
Tried this mod, first time brought up results like the screenshot. But after jumping it stopped bringing any results back