Avorion

Avorion

Extended Captains
66 Comments
Joe Staff  [author] 18 Jul @ 11:01am 
@Yunru Stellaria - Eyy, glad to hear it's resolved. I'm not super familiar with those mods, I hope you're not missing out because of it.
Yunru Stellaria 18 Jul @ 2:45am 
Either Real captains 2 or OH MY CAPTAIN was the cause. Disabled both and it works fine!
Yunru Stellaria 17 Jul @ 2:33pm 
Language is English, haven't tested with finding a captain in the wild.
Yunru Stellaria 17 Jul @ 1:45pm 
Maybe something's wrong my end then, because not only do they not show when using CCB, they don't do anything - Tested with an AI captain because it has the most obvious impac.t
Joe Staff  [author] 15 Jul @ 2:22pm 
@Yunru Stellaria - It could be a language issue. I'm not sure about the Custom Captain Builder, but this mod doesn't do a lot for other languages other than the bare minimum to keep UI functioning.
Joe Staff  [author] 15 Jul @ 12:40pm 
@Yunru Stellaria - I'm actually subscribed to this mod and last I checked (a long time ago) it worked fine. I know nothing has changed on this side.
Yunru Stellaria 14 Jul @ 2:46pm 
Who would I have to ask to get this working with Custom Captain Builder?
Specifically these cause the sidebar that says what captains do to disappear when selected as a primary or secondary class.
Joe Staff  [author] 27 Mar @ 3:19pm 
@MajorLeeStoneD - repeating the answer here so others can know - There aren't any combo restrictions set on these classes, so any combination should be possible.
MajorLeeStoneD 27 Mar @ 10:55am 
hello Joe Staff, just a quick question. but i have been searching for a Squad leader / Limit beaker for DAY's it feels like, dose this combo exist.

Great Mod BTY loving it!
Joe Staff  [author] 22 Mar @ 9:35am 
@Lyrdian - Not these ones specifically. It's been a little bit since I was in the headspace for this, I can't really remember if there was a reason for that or not.
Lyrdian 18 Mar @ 12:31pm 
Do these captains do any of the specialist jobs like trading? For instance, if i use an AI Captain could i send it on trade operations?
Joe Staff  [author] 22 Jan @ 9:19am 
@CrusadingPriest - I haven't made one, I just theorized about one existing. It's a surprisingly easy mod to make, so I did just assume one exists already.
CrusadingPriest 20 Jan @ 12:58pm 
This mod really is great. You did mention that other mods might make it so Captains can keep leveling. Which mods where those. I can't seem to find any. Did you make one?
Sileighty-Nine 8 Jan @ 7:42pm 
Thanks for the info.

Higher level captains could certainly be interesting in combination with this mod.
Joe Staff  [author] 8 Jan @ 12:37pm 
@Sileighty-Nine - I did word that pretty poorly. For damage, it's 1% per level.
For turret slots it's 1 per 2 levels.

These also all scale infinitely should a mod allow higher captain levels.

It's been a little while since I made this, so I can't remember my specific reasoning for not just including them in the tooltip info. I was probably worried about a Captain's level not being accessible at the time the tooltip was made, so it might crash trying to produce a number.
Sileighty-Nine 7 Jan @ 2:08pm 
Would it be possible to actually list how much the damage increases per captain level or something like that? somewhere it actually shows?
Turret slots should be +1 per 2 captain levels if I read the description correctly?
Sileighty-Nine 7 Jan @ 1:51pm 
I love the idea of this mod but some of the traits like increase damage, or increased turret slots, don't seem to do anything.
Joe Staff  [author] 6 Jan @ 11:09am 
@vortensis - Lol, I knew it would come in handy, setting up a server with mods is unnecessarily extra.
vortensis 6 Jan @ 2:16am 
The fact you put the mod ID easily in the description, you get points just for that... adding to my server in a moment, as more captains can only be a good thing!
Joe Staff  [author] 26 Nov, 2024 @ 8:09am 
I've uploaded a potential fix, let me know if anymore issues come up!
Joe Staff  [author] 23 Nov, 2024 @ 8:50am 
Having had time to contemplate in it, it's possible the issue is with language translation. The tool tip code relies on English words for modifying. I'll have to investigate it when I next have time
Joe Staff  [author] 9 Nov, 2024 @ 4:22am 
I've completely removed the mod and let steam redownload it on a fresh game and it works fine. I'm wondering if it's a game version issue? If you're willing, you can send me a friend invite and we can try to investigate it further.
Joenyan 7 Nov, 2024 @ 1:47am 
1) Enabled mods: Extended Captains only
2) Save: fresh
3) Bug: no tooltip, errors at line captainutility.lua:197, check for yourself
Echo 6 Nov, 2024 @ 1:05pm 
Updates seem to break the captains. I am not sure whether they even have any effects anymore when they are broken like this. It just shows a blank window when you hover over them.
Joe Staff  [author] 4 Nov, 2024 @ 9:19pm 
Oh? Do you mean the tool tip when you hover over the Captain?
Echo 4 Nov, 2024 @ 9:12am 
Yea, it would seem that updates to the mod cause that.
Not that big of a deal imo though.
bug?
captain information window become void , it display nothing without black
Joe Staff  [author] 18 Oct, 2024 @ 8:04am 
@Echo - That's a valid point and an issue I ran into myself because I forgot how many turrets they add, lol

I'll explore that while looking into the cargo perk.
Echo 18 Oct, 2024 @ 1:07am 
Awesome, thanks a lot! Will test it out right away.

It is possible that I mixed up a level 0/1 captain with an "additional turret slots" perk with one that was level 2 while switching them around during testing. At first I did not realize that the amount of additional turrets are based on level.
It might be helpful to hint at that fact in the description of the perk as one would otherwise only know by reading the mod description.
Joe Staff  [author] 17 Oct, 2024 @ 8:14pm 
@Echo - I hope I've got it fixed now, turns out the LootCollectionRange perk is arbitrarily multiplied by 10 meters, so the range was all out of whack. I think if the range is too high it either freaks out or lags the server.

As for the turrets, I fixed the Limit Breaker to the advertised 4, but based on my tests, the arbitrary turrets sometimes get used up immediately so they don't show all of the Limit Breaker's adds, but you can see them adding up right if you remove all of the installed turrets.
I'm not seeing the issues with the effects not taking immediately, I'm guessing it's got to do with server connectivity then, which unfortunately I can't fix.
Echo 16 Oct, 2024 @ 3:41pm 
It's alright, we'll be patient =)

The loot goblin definitely still has issues. I can not reliably reproduce it, but when I have a ship in the sector with that type of captain, I can sometimes not pick up any items, be that scrap, ore or turrets/systems.
I then have to unassign all loot goblin captains to be able to pick them up.

Currently I am running a main ship that has two "cargo bay" ships docked to it. Those two cargo bay ships have loot goblin captains and usually function quite well, picking up all the ore that the main ship creates. But sometimes the ore just does not move anymore and I have to remove the captains from both cargo bay ships, reassign them and then jump into another sector for them to work properly again.
Joe Staff  [author] 16 Oct, 2024 @ 11:56am 
@Echo - Aw man, I hate your folks are having issues with it. This latest patch did address the loot goblin thing. I'll have to look into the turret issues, not sure what could be causing a delay in it, my testing seemed fine, though I was a bit limited with it

Also, I'll gladly take recommendations. I can definitely do the cargo perk, though I don't think there's anything I can do about collision damage.
Echo 15 Oct, 2024 @ 11:33pm 
Speaking of ideas, do you take suggestions?

If so, how about an "organized/unorganized" perk that increases/decreases cargo capacity by, say, 2% per level.
Or a trait that increases both maximum speed but also collision damage taken (if that is possible).
Echo 15 Oct, 2024 @ 11:28pm 
Thanks for your work! Will test later on.

I have noticed, in general, that anything regarding turret slots was a little funky. But not just that.
I had a Limit Breaker that added 3 of the advertised 4 turret slots, a loot goblin that at first made it impossible to pick up any item but later on started to work normally and multiple captains with the "Increased armed/defense/civilian turret slots" that would either not give any slots or take multiple minutes and several jumps to actually start working.

One of my players wants this mod gone because it "doesn't work" but I really like what I've seen so far and really hope that everything will work out eventually. It's a quite new release and these things just happen.
Don't give up on your great idea!
Joe Staff  [author] 15 Oct, 2024 @ 11:30am 
@Echo - You were absolutely correct, this, and others, has been fixed. Version 1.3 is live.
Joe Staff  [author] 14 Oct, 2024 @ 6:06pm 
@Echo - I'll check that out while I fix another reported error. I'll get back to you with what I find.
Echo 14 Oct, 2024 @ 10:52am 
The "decreased physical damage trait" seems to be removing unarmed turret slots for one of my players. Can you confirm this?
Joe Staff  [author] 13 Sep, 2024 @ 4:52am 
@2G33K4U - Thanks for the report! Make sure you've updated to the latest version, this issue just got resolved very recently.
2G33K4U 12 Sep, 2024 @ 9:18pm 
There is a UI bug i have noticed. when you hit N to see what stations sell what captains. It stops showing the remaining stations in the list once one of these captains show up. The stations still sell captains. Just can quickly see what the other stations are offering without directly talking to them.
Joe Staff  [author] 11 Sep, 2024 @ 8:25pm 
@Blackoutace - Alrighty, figured it out. It required a much more heavy handed approach than I would've liked, but the game devs left me literally no alternative. I doubt you'll see anyone messing with that particular bit, so it's probably fine. Either way, it's fixed with just a pinch less stability for extra extra heavy mods.
Joe Staff  [author] 11 Sep, 2024 @ 6:36am 
@Blackoutace - Thanks for the report! I'll check it out as soon as I can. I never ran into that bug, because I almost never use the strategy map!
Blackoutace 10 Sep, 2024 @ 1:17pm 
Let me be clear, nothing is actually broken, all the captains and crew are still there to be hired, you just can't see them in the tab, and hiring all your custom captains that are available in the sector or finding a sector without any available makes it work as normal. It just appears that the game is having a problem displaying your captains in that list, and its getting stuck trying to display something. I have some screenshots and tests I can share if it would be helpful.
Blackoutace 10 Sep, 2024 @ 1:15pm 
Very small nitpick to an otherwise amazing mod. I am currently experiencing a problem with the hireable crew tab in strategy view. It appears that whenever this list runs into one of your custom captains it breaks something, as everything above the station with your captain will display properly in the list (unless the station with your captain appears first on the list.). But the first station in the list with one of your captains in it will appear empty (as in will list zero captains or crew of any kind as available to hire), and no other stations will populate in the list after that, even if there are many more stations in the sector with captains and crew to list. If I then go and hire your captain from said station and refresh the list it will update and show correct info for all stations unless another station in the sector has one of your captains, then it will hang on that station as well.
Joe Staff  [author] 3 Sep, 2024 @ 11:26am 
@RandomGiberish - Glad to hear the problem's resolved! Let me know if anything else comes up!
RandomGiberish 3 Sep, 2024 @ 11:17am 
ok looks like the server had not updated the mod, ty anyway, awesome mod
RandomGiberish 3 Sep, 2024 @ 10:15am 
Oh? hmm ok ill try uninstalling and reinstalling it on the server
Joe Staff  [author] 3 Sep, 2024 @ 10:01am 
@RandomGiberish - is this with the latest version? I think this was addressed.
RandomGiberish 3 Sep, 2024 @ 9:53am 
#0: Simulation.startCommand data/scripts/player/background/simulation/simulation.lua

could not execute function 'Simulation.startCommand' in '"data/scripts/player/background/simulation/simulation.lua"':

Galaxies\avorion_galaxy\workshop\content\445220\3296627306\data/scripts/player/background/simulation/sellcommand.lua:14: attempt to index local 'entry' (a nil value)

stack traceback:

Galaxies\avorion_galaxy\workshop\content\445220\3296627306\data/scripts/player/background/simulation/sellcommand.lua:14: in function 'getAreaSize'

data/scripts/player/background/simulation/sellcommand.lua:470: in function 'calculatePrediction'

data/scripts/player/background/simulation/sellcommand.lua:38: in function 'initialize'

data/scripts/player/background/simulation/simulation.lua:569: in function <data/scripts/player/background/simulation/simulation.lua:423>

@Joe Staff there ya go
Joe Staff  [author] 2 Sep, 2024 @ 10:44pm 
@RandomGiberish - Sure, post it here.