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im going to reenable this mod and see if everything is good or if trade routes also gives me the issue.
again, sorry for the troubles.
sorry for the troubles
At all the Trade Routes mod got very good compatibility. Just as LM13 said, the issue may be related to something else. If there is any issue with trade routes report as described above.
Hey, X dev here.
I'm still playing fine with Trade Routes, and there were no updates to any of those mods.
There's probably another mod you toggled by accident (happens with 16+ mods).
If you're not sure - you can post your modlist at X mod page discussions.
i see, thats unfortunate, no worries
i just have a thought about "why not the mods cant use procure or sell mission instead going far away directly to factories or trading stations?" , not only my merchant captain's skill useable, i got the goods far cheaper/get more profits, and the missions are restart-able by the mods
i already use command queue mods like 1.0 loop mods, but imagine a fuse mods between 1.0 loop mods and repeatable captain mission :D
Yeah thats what mods are for: implement features that are not in vanilla game :)
I will not create similar mods for any command that already exist. Mods like this require a lot of work, not worth it to only queue some commands. You should use the command queue on the map instead.
but i hv 1 complaints and 1 great suggestion :
- you should add tooltip for buying amount about "must add numbers or ship wont buy at all"
- make separated mods like this, but instead of trade route, its available for all captain missions instead. imagine the amount of automation loop when your captains going to missions on their own, without me micro manage them every minutes or hours, and the captain missions also configurable on "route" manage menu
.
again, thank you for the mods
Dont wanna spam the comments with this
Those errors are unrelated, Phase Photon Cannon mod just has that error by itself.
Revy, you can post your issues in Xavorion discussions. If there's really an issue with Trade Routes mod - I'll take it from there.
- [2.5.2+] XSF: Sector Generator
- Phase photon cannon
Please try to reproduce the issue without broken mods or mod conflicts that are not related to my mods. Also please do not remove from the beginning of the log, remove from the end of the log instead next time.
@Hammelpilaw https://pastebin.com/78dcF2BK I had to delete some of the start up part of the log because it was bigger than 512kb
This happens when goods in sector are more expensive than max price you've set.
Let's say Potatoes for 30 credits, but sector has them at 100.
You've got incorrect prices setup.
(If you're on Xavorion, economy is dynamic and prices change a lot)
Cool, you should have it written down on that mod's description :)
Thank you, and thanks for your work.
Trade routes really work as a core part of this game.
@Phooenix
Yes, and I consider this a "must have", even without X overhaul.
Does this mod work with your mods?
scripts\player\map\TradeRoutesMap.lua
@Line 68
map:resetJumpRangeArea("")
That function seems to require a single string argument now.
@Line 135
map:setJumpRangeArea("", ivec2(sector.coordinates.x, sector.coordinates.y), math.floor(reach), passrifts, false, nil, true)
Signature changed, requires string as first argument now, and few more later.
From documentation:
function var setJumpRangeArea(string name, ivec2 center, float radius, bool canPassBlocked, var includeGateConnections, var color, bool dotted)
While your current one looks like this:
map:setJumpRangeArea(ivec2(sector.coordinates.x, sector.coordinates.y), math.floor(reach), passrifts, false)
Do you have any more information about the issues you talked about (GalaxyMap():setJumpRangeArea() and GalaxyMap():resetJumpRangeArea())? Thanks for the hint.