Avorion

Avorion

Keepers Of The Horizon
51 Comments
KnifeHeart  [author] 12 Jul @ 9:50pm 
Okay, I have made my updates. Go ahead and test your stuff. If it's still not working, you will need to edit some scripts on your end.

You can delete the pastebin files - we'll need new ones anyways after the updates I made.
KnifeHeart  [author] 20 Jun @ 9:55am 
After we figure all of this out, I'm going to delete a lot of these comments and start up a dedicated thread for reporting bugs. It is annoying as hell to have them all on the main comment thread in the mod.
Seamus Donohue 19 Jun @ 4:22pm 
Okay, this is the Client Log for my last attempt to track this down: https://pastebin.com/apN7NjAb

The list of modifications starts on Line 256. I removed as many mods as I could from my Creative playthrough without significant risk of crashing the game.

I'll leave the investigation to you, at this point. Thank you in advance!

Let me know when I can delete these files from PasteBin, please.
Seamus Donohue 19 Jun @ 4:01pm 
Thank you for looking into this!

I can't shake the feeling that it's something peculiar on my end. After all, 1,159 subscribers and *I'M* the first schmuck running into this issue? 8P
KnifeHeart  [author] 19 Jun @ 1:19pm 
I don't think the invoke is necessarily the issue. For some reason the index for xsologize is not being set in the mission itself. Give me some time to run some tests and I will update this mod, and then we can circle back to finding the issue you're having

Sorry for the trouble! Like I said, I've tested this myself numerous times and have not had any issues with it.
Seamus Donohue 19 Jun @ 12:13pm 
You might be right.

I created a new Creative mode game, same mod combination, to set up a platform to test this, THEN noticed your comment, THEN tried to kill Project XSOLOGIZE. Here are the logs from the second attempt: https://pastebin.com/h2DAMzwJ

Notice Line 480 in the Pastebin: "2025-06-19 14-45-50| Received an invoke script message the wrong sector. Coordinates: 82:-139"

Then Line 488 reads (in part) "attempt to index a nil value".
KnifeHeart  [author] 19 Jun @ 9:44am 
At first glance none of those look like they should be causing an issue. I'd check client logs before you start doing some crazy compatibility testing - I have a feeling that might be where the issue is instead of server logs.
Seamus Donohue 18 Jun @ 6:50pm 
A *lot*. I've transcribed the list to here: https://pastebin.com/gpRwt9r9

I also have two homegrown mods that I haven't published.

One I call "ExplorerHasSeenItAll" which only changes scoutcommand DOT lua to add more helpful descriptions where Explorers would otherwise only say "There's something abnormal and possibly dangerous here!"

The other I call "CompassLikeGateIconsANDAlwaysOnAncientGates". Basically, I took 1722261398 and altered it to include the functionality of 3131761086 because otherwise they both change ancientgate DOT lua and /do not/ play nice with each other. I haven't obtained permission form either author to upload this.

------------

If a mod conflict is the cause of what I'm seeing, then I've got /a lot/ of work to do to narrow this down. I should probably prune older modifications that don't fit my current playstyle anymore, anyway. I'll get back to you if I ever figure out which other mod, if it disappears, makes Keepers Of The Horizon work properly.
KnifeHeart  [author] 18 Jun @ 2:45pm 
No errors. That's wild. How many mods do you have active?
Seamus Donohue 18 Jun @ 9:20am 
I think this is the server log you're requesting. Please let me know if I need to go into the server.ini to turn on some profiling option or other.

https://pastebin.com/FnCMYwn5
Seamus Donohue 18 Jun @ 12:43am 
The next time I try this mission, I'll try to capture a server log. That'll probably be tomorrow.
KnifeHeart  [author] 17 Jun @ 6:15pm 
Also, #3 is intentional behavior.
KnifeHeart  [author] 17 Jun @ 6:13pm 
Can you post a server log please. I have tested this mission numerous times and have not encountered the issue that you are reporting.
Seamus Donohue 17 Jun @ 6:11pm 
Bug Report:

(It should be noted that I'm only using one ship. In case it's relevant, I'm in Free Play mode with unlimited processing power and using other modifications such as Custom Turret Builder V. Most of my weapons, however, do not penetrate shields.)

Mission "Keepers of the Horizon", Destroy Project XSOLOGIZE
1) I read Varlance's mail.
2) I jump to the Shipyard sector specified in the mail.
3) I Approach and shoot Project XSOLOGIZE. Every time the shields get low, the shields recharge extremely fast.
4) Project XSOLOGIZE jumps out. Varlance tells me to go after it.
5) I jump into the next sector specified in the Missions log.
6) Project XSOLOGIZE is marked as friendly and doesn't move or attack. There is no Interaction option.
7) I attack Project XSOLOGIZE. Most attacks register as "Immune". Shield-penetrating weapons do damage to the hull.
8) I destroy Project XSOLOGIZE.
9) Mission does not update.
Seamus Donohue 26 May @ 6:31pm 
For anyone (like me) who got stuck on Mission 2: Swordfish with "Deploy The Satellite":

Look in the "Player" window, the "Inventory" tab, for an Exceptional (yellow) item named "Subspace Research Satellite". You are supposed to fly more than 50 kilometers from (I think) both the Smuggler's Hideout and the Shipyard, then access your Inventory and right-click the "Subspace Research Satellite". This is easy to miss if you were not looking in the lower-right corner of your screen when the Hacker gave you the "Subspace Research Satellite".

You are NOT looking for a container-like object near the Smuggler's Hideout that needs to be towed 50 kilometers away using Dock blocks.

You are NOT supposed to travel to a sector with a Satellite Factory, buy a Satellite, return, then dump the Satellite from your cargohold.

This confused me for 15 minutes. :P
KnifeHeart  [author] 20 May @ 8:16am 
All that said, I am quite happy with the the difficulty of this campaign and I will not be making any major adjustments to it.
Joseph Sneed 3 May @ 9:09pm 
Damn dont know how I missed that but when I glanced at it I didnt see it
KnifeHeart  [author] 3 May @ 5:24pm 
... Huh? it has 1 million shields. It says it right there on the last screenshot.
Joseph Sneed 3 May @ 5:21pm 
@KnifeHeart The ship you linked has like 880K Hull and no listed shields I was going off of that.
KnifeHeart  [author] 3 May @ 5:12pm 
Oh 600-700k is pretty low.

I balanced this mod with the assumption that your ships would have at least a million shields and 600-800k hull (so 1.8 million combined). I think my Medusa went into it with approx. 3 million.
Joseph Sneed 3 May @ 4:23pm 
@KnifeHeart I must be getting some kind of bug then as my ships combine shields and hull is like 600-700k so in the same range as that ship. The beam cannon literally will destroy my ship in a single shot regardless of health. I noticed I didnt seem to be doing the right amount of damage ether as My ship is like 150k omicron yet it was taking me way longer than it should to destroy ships during that mission.
Laevathea 3 May @ 3:08pm 
I completed the Gretal mission in a rebuilt version of Drazhill's Eon Titan with no knowledge of the fight beforehand so relying entirely on torpedoes. It is definitely doable, although it is hard.

I like the difficulty, I've never felt like piloting mattered so much in the game til that mission and loved every second.
KnifeHeart  [author] 3 May @ 2:59pm 
I dunno what kind of stats you're running but the beam cannon isn't that strong unless you spend like an hour fighting it. I beat it with this ship without too much issue:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3394755129
Joseph Sneed 3 May @ 10:54am 
I have been playing this mission set and for the most part its fine until you get to the twin prototypes. The Greta is just too much to deal with considering there is no advanced warning of the type of weapons you will need meaning more likely than not you will be forced to rely on the torpedo spawner as you cant do damage any other way and this would be fine if not for the fact that it is also equipped with a beam cannon that will literally one shot you. It is just too much to deal with and by that point in the game you likely have several fighter wings that are expensive and time consuming to replace. I would suggest swapping out that beam cannon for some regular long range cannons to make the fight a little more reasonable as I have died like 6 times during this fight in a way that simply does not feel fair. (Most large ships are not going to have the lateral movement to avoid the beam cannon while aiming the torpedos at the ship making the fight unnecessarily hard)
TempestuousDanza 24 Apr @ 2:01pm 
Having a mission with a "Kill everything in a vicinity" objective and allowing that mission to spawn an unscripted 240k plasma dps 2 mil hp ship pre-barrier is certainly a design choice.
10/10
Laevathea 21 Apr @ 7:57am 
Probably the best singular piece of mod-based content you could include on your server.

Describing the campaign as 'polished' is an understatement and when I played it I felt constantly challenged in a way that I have rarely ever felt playing this game. Cannot recommend it enough.
KnifeHeart  [author] 25 Mar @ 3:50pm 
If you're stuck on Kermit Tyler's Folly, there are some hints in the strategy guide.
KnifeHeart  [author] 24 Mar @ 5:11am 
I'll post some suggestions in the strategy guide later today. I thought that an exotic chameleon made the mission trivially easy (to the point where I considered nerfing its effect) so I'll admit I'm a little surprised you're still having trouble with a legendary.
MajorLeeStoneD 23 Mar @ 11:43pm 
I have a Legendary Chameleon installed, dose not seem to help much.
MajorLeeStoneD 23 Mar @ 11:39pm 
Hi, sorry to bother you. I'm on the mission "Keepers Of The Horizon" doing "Kermit Tylers Follys" part and i can not seem to avoid the ships long enough to complete the mission, staying still dose not work, following the ship dose not work flying away from everything cose mission fail if i get to far away, I can't seem to avoid the ships long enough to get past this, what am i doing wrong?
KnifeHeart  [author] 25 Feb @ 7:51am 
That's very strange. Again, I don't have a clue. Nobody else has reported a similar problem on any of my other mods.
DarkSoul1111 25 Feb @ 3:53am 
no no problem but steam do this only by this mod:steamhappy:
KnifeHeart  [author] 24 Feb @ 1:21pm 
I have no idea why it would do something like that. Did you have any similar issues downloading any other mods?
DarkSoul1111 24 Feb @ 7:05am 
after the second game start on steam downloads It said content file locked there after the 3. or 4. game start in a row it has finally fully download this mod
DarkSoul1111 24 Feb @ 6:49am 
i can show you if you would:steamthis:
KnifeHeart  [author] 23 Feb @ 8:55am 
I have no idea what you're talking about. Can you show me?
DarkSoul1111 23 Feb @ 4:48am 
hi why is 50 % of the donwload to this mod blocked and not downloadable? but still downloadable ??????
KnifeHeart  [author] 15 Feb @ 9:53pm 
Issue fixed. Thanks SDK!
KnifeHeart  [author] 13 Feb @ 8:48am 
This mod does not play well with

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2275503442

I am seeing if SDK and I can work out a fix for this.
KnifeHeart  [author] 12 Feb @ 4:03pm 
I looked at your mod list on the discord and nothing looked too out of place. I'd advise turning all your mods off (except for all of mine, obviously - those should be fine) and then re-enabling them one by one until you find the problematic one.

Let me know which one it is and I can work something out with the other mod author.
Weasley Wells 12 Feb @ 12:25pm 
Having some issues killing XSOLOGIZE, when I enter the sector I am 60km away and by the time I get to around 20km it activates and just instakills all the AI ships one after the other. If I then kill XSOLOGIZE and the shipyard nothing happens and the missions just seems to bug out. Looking at the code and the changelog it's meant to spawn pirates and do some other stuff but after Varlance dies nothing happens. Currently running a lightly modded dedicated server. Gettings log spam server side that varlance is a nil value so I'm assuming he's not meant to die.
KnifeHeart  [author] 8 Jan @ 4:30am 
Bizarre. I've messaged LM13 and he said he'll check it out.

In the meantime I'm glad abandoning it / restarting it worked. There was a reason I got on Boxelware's case so much about unabandonable missions lmao.
Koi 7 Jan @ 10:09pm 
And the Battleship for example didn't stop attacking when being captured same goes for Infiltration mission the other friendly ship (non freighter) kept shooting torpedos at the Shipyard. (I just put one of my ships between all of that to tank it and gave it invulnerability to simulate no shooting for happening :D
Koi 7 Jan @ 10:06pm 
I just guess it's Xavorion. Maybe some AI thing.
Also first time i did Mission 4 there were about 5-6 invulnerable ships making it bug out. Fixed that by just doing a abandon of the mission then doing it again that time it worked
KnifeHeart  [author] 7 Jan @ 12:17pm 
I haven't tested this with Xavorion, so I am not sure what could be breaking with the infiltration mission. I'll see if LM13 has any ideas.
Koi 7 Jan @ 7:46am 
Sector Commands XsotanBeGone did the trick
Koi 7 Jan @ 7:31am 
Any way to skip a specific part of the Mission? (Infiltration one is just not working for me Freighter goes in Guns Blazing failing me every single time)

Guess it's the xavorion mod breaking it but kinda still want to do the rest
Mister Cthulhu 15 Nov, 2024 @ 8:48pm 
No worries KH, Great work as always :D
KnifeHeart  [author] 15 Nov, 2024 @ 8:40pm 
Should be fixed now. Apologies for the inconvenience!
KnifeHeart  [author] 15 Nov, 2024 @ 8:38pm 
This is what I get for developing on the dev branch lmao. Lemme fix that.