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mod works almost 100%, see my comment from 2023 as one line needs to be changed.
What is not working, is strategic view - controlling of active ship.
To mitigate, just jump to drone mode and then issue orders.
I have the option to select the special commands, I got the skip, go back, cancel, but just not the start function, tried all kind of commands to test with, but no green button :(
It's one line fix, if you want to:
in \445220\2294492031\data\scripts\entity\orderchain.lua
Line: 326 replace with:
local captains = entity:getCaptain()
more or less if you have a Cap in a ship it might follow advanced orders but at some point will stop and act like there is no captain. a work around is to dismiss the captain and fly back to station and get a new one, but this only worked half of the time.
I hope this gets fixed soon because this mod is awesome.
It has been broken for hearly half a year... sadly... so i personally think it is to be determined abandoned and deprecated.
I like the salvage and mining missions, 1-5 hours (with a mining captain).
No more ships being destroyed in a belt with afk mining because you were too slow to switch sectors.
Will this be updated Madranis? If not you should update the description of this and other mods
it would be a shame as its a great mod
said "ship got no captain"
In orderchain.lua Instead of
local captains = entity:getCrewMembers(CrewProfessionType.Captain)
you want
local captains = entity:getCaptain()
My only gripe is that all orders vanish when you jump into a ship and you can't give orders to a ship you're inhabiting but I appreciate this is probably the game rather than the mod.
Can you make it so that when there is nothing left to mine, ships move to the next order? instead of giving that error?
You can get the correct behavior if you only use R mining stuff, but if you use the normal ones, it wont work.
Do the rest of the UI changes appear on the map? What other mods are you using?
It should appear if a loop is valid. It leaves the base game logic for loops unchanged. I have noticed occasional quirks both with the mod and base-game only where the loop icon doesn't show up when it should. If you have a method which can consistently cause it, I'd love to know as I've never reproduced it enough to know why.