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Any idea's what it could be?
Made an update, but couldn't replicate it after last fix. Probaby an issue with general performance of your game.
If it happens again try increasing a delay in mod files (change 1.5 sec to something bigger):
line 26, in lootTeleport.lua
function LootTeleport.onEntityCreated(entityId)
deferredCallback(1.5, "teleportEntity", entityId)
end
Thank you for feedback, i updated the mod and i think i fixed it.
Seems like the game sometimes sends message about creating an object before it's actually initialized, so changing it's position during this made them lose normal behavior.
I added a 1 sec delay to ensure that doesn't happen.
Tell me if this problem reoccurs.
However due to optimization oriented implementation of the mod there is a possibility that cargo loot may be assigned to wrong ship in sector, and therefore not teleported anywhere. This is mostly relevant for situations with allience owned ships.
A severely over looked function in this game, especially for long term games.
The way this mod works with AI controlled ships is it gets the faction id for which loot is reserved, and teleports it to the craft of that faction. If Xavorion changes how game handles loot reservation, it may be the cause of this problems.
Either way, making this mod fully compatible with Xavorion could stop it from working without it.
I'll think about making a separate one for it in foreseeable future.
In connection with Xavorion, the loot definitely works for turrets and subsystems that the player or your own ship has destroyed.
If your own ship kills and you are not sitting in it, the loot teleport does NOT work.
If you have fighters who are mining and salvaging, the ore teleport does not work either. The ores then fly behind again.
Do you need any logs to check this?