Avorion

Avorion

NCCM: Nyrin's Captain Command Mod
30 Comments
Resetium 14 Jun, 2024 @ 11:27am 
Nyrin has largely dropped off the map--I suspect any of their code is functionally free for the taking at this point.
Jopazo 14 Dec, 2023 @ 1:41am 
Wow I was designing a Captains mod pack and this covers a lot of what I wanted. Im planning on taking, segmenting it into modules, and gouping them along with mi other ideas (maybe in a few weeks from now), if Nyrin doesn't mind
Zergor 24 Feb, 2023 @ 12:53pm 
Anyone able to get this mod working again?
Marnok 25 Jan, 2023 @ 5:46pm 
A friend of mind just got me into avorion and i'm addicted AF, its such a shame to see mods like these not being supported anymore i'd love something like this for our server.
It is mods like these that give this game its longjevity.
Katsuya76 8 Aug, 2022 @ 10:12am 
looks like it doesnt work (it shows me as incombatible) ... a update would be great
Luisian320 1 Aug, 2022 @ 2:23pm 
Does this still work or is UnknownSoldier's problem there for everyone?
IDUnknown 25 Jul, 2022 @ 6:12am 
Is this currently being further developed? Unable to issue Mine commands.

Nyrin - Any assistance would be greatly, and whole heartedly appreciated.
SpaceNavy 16 Dec, 2021 @ 1:47am 
Trying to use the mine or salvage commands gives the following error in my MP server log:
https://www.toptal.com/developers/hastebin/owohacedis.sql
Me 7 Nov, 2021 @ 12:19pm 
when attempting to do a job with settings, it complains about read/write on the moddata.lua functions on this line setmetatable(instance.data, ModDataEntry), feeding nil into the first argument.
Marads~Yuuka 2 Oct, 2021 @ 5:30am 
Vanilla expedition command is quite useless, I would suggest making it so you can use them to increase/decrease the reputation with a faction.

Since it’s theme is "adventures" it could have an option to select what kind of adventure they are being sent, here some that I fought

-Peace talks: increases relationship with the sector faction owner
-Charity: moved here instead of being an option for the trade command, increases relationship and get some credits
-Patrol: increases relationships, get some credits and chance for turrets/subsystems
-Hunt Pirates: 100% ambush chance, maybe allow only when there are pirate controlled sectors?
-Steal: receive stolen cargo and reduces relationship
soulcrusher 26 Sep, 2021 @ 12:52pm 
Here is a package which contains client and server.log - if you are interested:

https://www.dropbox.com/s/93yqj483lwykl4e/avorion%20server%20client%20log.7z?dl=0

soulcrusher 26 Sep, 2021 @ 7:48am 
As stated before, when ordering Alliance Ships the mod does not work correctly. Scouting works like a charm, but miners won't even start their missions and traders colltect their money to do the trading but will not start either - resultung in frustrating money loss. Any chance to get this faulty behaviour fixed? TIA
Nyrin  [author] 23 Sep, 2021 @ 11:15pm 
Egads, sorry you got hit with the bad timing! It should be fixed now; was broken for about an hour after the original introduction of the variable size. Let me know if it's still being weird after it's all up to date.

Also curious to hear your thoughts on the sizes! I don't want it to get too ridiculous on the upper end, but I also don't want it to feel useless on the lower end, either.
Stiltman 23 Sep, 2021 @ 9:38pm 
Hey, so since last update trade command seem broken.. the "areas/squares" are bigger but i get alot of "ship is not inside target area".
Robert Weedman 23 Sep, 2021 @ 7:01pm 
In regards to looping, that's completely fair. I can see it getting out of hand kinda easily, but with the consistent threat of pirate ambushes and stuff, and having to consistently give traders more down payments, it could feasibly work itself out? Alternatively you could add the feature and make it a toggle in the mod config maybe? It's obviously up to you in the end, but yeah, I understand if you don't want to include it because of the reasons given.
Nyrin  [author] 23 Sep, 2021 @ 3:57pm 
This mod's exclusively about changing and adding stuff to the new 2.0 map commands; for the 1.3.8 in-sector commands and looping on that, there's a very popular mod that I wouldn't ever want to try reinventing.

As far looping 2.0 captain/map commands, it's possible to do but I'm curious about how everyone would balance it. A big part of the intent of commands having durations is to require occasional interaction and not turn captained ships into "set it and forget about it forever" resource generators -- that role, at least for credits, is meant for stations and player economy.

A few things that should have longer durations (like trade) likely need the ability to be more in line with mine/salvage in terms of how frequently you need to interact, but it feels like infinite looping would be tough to not have a little cheesy.
Engine Of Darkness 23 Sep, 2021 @ 11:55am 
Does this "reintroduce" the actual OOS (out of sector) behavior of 1.3.8 for ships not controlled by the player directly?

As in, if I send some Captain to Salvage, will they salvage material from actual Wrecks (if wrecks even exist!) or is it still magic numbers, just better than vanilla?
Robert Weedman 23 Sep, 2021 @ 4:21am 
Just checking but do you have any plans to allow for command looping? If so I will absolutely download this once that's added. And I really appreciate you taking the initiative in adding all this QoL stuff, it's great!!
Nyrin  [author] 22 Sep, 2021 @ 5:18pm 
Thanks for the reports! Those logs would be really helpful -- I just fixed a bug in salvage that stopped that command from working, but I don't think that explains either "no script with index 6" or everything but scout and sell being broken. If you can share either the entirety or the error blocks (including the call stack with all the script filenames) of the client and server logs, I'll see what I messed up.

Client logs are at %appdata%\avorion\clientlog[...].txt while server logs are at %appdata%\avorion\galaxies\<galaxy name>\serverlog[...].txt.
Meesmaalt 22 Sep, 2021 @ 11:16am 
I don't have logs right now but when I installed it on Rusty's, it broke all ship commands besides scout and sell commands.
khanonius 22 Sep, 2021 @ 11:13am 
Hi, first of all thank you for your effort!
I have a problem with scrap missions.
With mod enabled they are just do not work (after start popup is closed but ship remain iddle).
In logs I see error 'Entity with index 23b7af8b-1018-4d6e-aa7e-d30b8f1b2d53 has no script with index '6'' whenever i hit start so I think it is related.
Nyrin  [author] 21 Sep, 2021 @ 6:56pm 
Change is in to replace the use of Player() in Trade logic with getFaction(), which will hopefully address how it was being weird. If it's still misbehaving, anything you can share from the console or logs (%appdata%\avorion\client...txt) would be very helpful! Hopefully it just works, though.

Other new stuff in the update: the mod now saves and restores state for mine/salvage safe mode and immediate delivery, the new Trade immediate delivery and charity mission, GalaxyMapQoL's radar blips toggle, and the visibility buttons in the upper right.
Nyrin  [author] 21 Sep, 2021 @ 1:42pm 
thanks for letting me know! I'll look into that--the logic for moving the slider is 100% player-based right now and it should be easy to check for alliances when that's appropriate. The slider logic shouldn't block the mission from starting, though, so that's concerning.
soulcrusher 21 Sep, 2021 @ 1:14pm 
same here. Alliance Trader does not start mission after giving him money to buy. :(
Scharage 21 Sep, 2021 @ 10:41am 
I found a bug. When sending an alliance ship on trading quest, the slider doesn't go all the way right as it could by alliance finances, it still accounts for player finances. Is there a way to fix that?
TJX 20 Sep, 2021 @ 1:47am 
Man, that was great!
Sly Syringe 19 Sep, 2021 @ 3:54pm 
Amazing work! Thanks so much dude.
Sidelingknave 19 Sep, 2021 @ 3:52pm 
Okay. Thank you.
Nyrin  [author] 19 Sep, 2021 @ 1:31pm 
No breaking modification to save data. I'm still actively working on all this and the change impact some of the common behavior to captain commands, so the worst thing I can imagine happening is the script bugging out and needing to /give yourself credits back if a ship eats them. A scout command started with this mod and then finished without it wouldn't reveal anything, but you wouldn't lose the ship or have any other longer ill effects.
Sidelingknave 19 Sep, 2021 @ 9:44am 
Are your mods generally safe for install mid-save?

Also All your mods are amazing!