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https://drive.google.com/file/d/1tRhTIqNVhYvWJwl7HyIxOrmvC2ZrZuKO/view?usp=sharing
Specifically these cause the sidebar that says what captains do to disappear when selected as a primary or secondary class.
Great Mod BTY loving it!
Higher level captains could certainly be interesting in combination with this mod.
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.
Turret slots should be +1 per 2 captain levels if I read the description correctly?
2) Save: fresh
3) Bug: no tooltip, errors at line captainutility.lua:197, check for yourself
Not that big of a deal imo though.
captain information window become void , it display nothing without black
I'll explore that while looking into the cargo perk.
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.
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.
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.
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.
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).
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!
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