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It is mods like these that give this game its longjevity.
Nyrin - Any assistance would be greatly, and whole heartedly appreciated.
https://www.toptal.com/developers/hastebin/owohacedis.sql
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
https://www.dropbox.com/s/93yqj483lwykl4e/avorion%20server%20client%20log.7z?dl=0
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.
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.
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?
Client logs are at %appdata%\avorion\clientlog[...].txt while server logs are at %appdata%\avorion\galaxies\<galaxy name>\serverlog[...].txt.
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.
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.
Also All your mods are amazing!