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  1. Updated the mod to be compatible with Avorion v0.20
  2. Thanks, you're right; I did miss this version/reply even when I looked through the thread pages the first times. I'll be killing the links to my modified versions and I'll be checking out the code on that one for future reference. Unfortunately, at least for me, in forum threads like this it's very easy to keep track of who posted what, so that's probably how I missed it. :(
  3. See here for the issue I found with it. See this for a similar issue someone else had. I myself since attempting to fix the mod have found the same crashes, but I couldn't find where the problem was originating and I haven't had a look again since I simply decided to make my own mod instead. If you do find the issue do let us know, as I'd be very interested in understanding what caused it.
  4. :D by the way, (yeah, the 90-material-thing won't let me sleep calmly ...) there's a 90-material-cycle everytime I activate a regenerative asteroid field... but the last two days when I watched this explicitely, it always changed to the expected value in the next cycle. I haven't spent as much time as I'd like on this but I have been working on adding a little icon that will show up on the top right if you enter your extractor station, and by clicking this a window will show with information about the station and an option to sell the station and to upgrade (or even downgrade) the station. I've done most of the basic work on the structure, I just need to get the upgrade/selling functions to work properly, so nothing to show for now. As for your concern about the 90 material cycle, I'll try to investigate this with the regenerative asteroids mod when I get a chance, as I have that mod installed too but haven't really noticed this behaviour. Which extractors are being affected, as far as you can tell? Ones in that regenerative sector only or all of the extractors?
  5. Hm, ok. But do you mean including upgrade costs or just from base cost? I suppose it could be something that can be changed in the config anyway, but 50%-ish of base or total value is probably ok... I'll think about it anyway. Yes, no worries, in the next major version, this will definitely have improvements, as will other details. :D
  6. Hm, when the 90 resource messages happen after the first time, have you been moving around sectors? There's a lot going on in this log and it will take some time to go through; did you notice more or less when exactly it happened? (1000 YAM search matches :'() Oops, you may be right about the help for the command, I'll have a look at that. I also would like to add a list of current costs to the command help but it was being a bit tricky and I hadn't decided on a good way. 8) Sure. Selling the station sounds ok to me, but how much do you expect to get back?
  7. I know your issue is a bit old but I'm still interested in seeing if we can understand why it was happening. Is your ship an usual or complex shape? Could you provide a screenshot of the situation when it does not work?
  8. Ok, thanks for the detailed investigation and hopefully it won't happen again in the future. Let me know if it happens again under a new circumstance. I will be releasing 1.1 today by the way. It adds the upgrade feature via a command, /yamup.
  9. Ok, thank you for the clarifications. Using YAM on the drone shouldn't have caused the issue, as I tested this and didn't observe duplication, but this shouldn't be possible anymore anyway since 1.0b so I guess that was while you were still on 1.0a?
  10. Thanks, that's very helpful, especially the sequence. Just to make sure, the dupes are always called like Craft 0, Craft 1, Craft 2, etc? Or do the duplicates ever have the same names or similar to what you've actually named? Your in-game clock has actually helped me notice something a bit odd; 2018-06-07 16-18-53| Restoring 1's craft Craft 0, type: 3 2018-06-07 16-19-56| Restoring 1's craft Craft 1, type: 3 2018-06-07 16-20-08| Restoring 1's craft Craft 2, type: 3 These 3 entries are very close to the times after creating X, and then leaving X into drone the first and second time. And they do repeat themselves at other points, usually they are followed by some of my YAM output like: 2018-06-07 16-19-56| 0 2018-06-07 16-19-56| YAM mine entity init, vars defined, station name: Craft 1 2018-06-07 16-19-56| station values 5 Xanion 2018-06-07 16-19-56| Removing transform script just in case it exists... 2018-06-07 16-19-56| in1,2: nil nil 2018-06-07 16-19-56| Setting loaded values. 2018-06-07 16-19-56| Loaded values: Xanion 5 2018-06-07 16-19-56| index 5 value Xanion 2018-06-07 16-19-56| yammine Update interval is defined and has previously been set to 300 and resource amount set to 900 This collection of log output by YAM indicates that a mine has been initialised, which is probably from one of the duplicate stations, presumably "Craft 1" in this case. Furthermore I know that this specific collection of output indicates that it was a station that was being loaded and not one that was created by the /yam command. To clarify, did you use the /yam command with the craft called "x"? I ask because I understood that you did but don't see any reference to the command being called. In any case, these "2018-06-07 16-20-08| Restoring 1's craft Craft 2, type: 3" outputs aren't from my mod and I've had done a search through the lua files of all the ones you've listed and I can't find the exact source of this log print (I don't think it's a vanilla print, as I haven't seen it before and there's a lot of CarrierCommander log prints around it), so I suspect this is related to CarrierCommander, but I may be mistaken. My suggestion at this point is to make a backup of your galaxy, your scripts, and your mod settings; then disable or remove carrier commander and anything that depends on it, if you can, and repeat your steps and see if it still happens. I've looked through all the logs you gave me and couldn't identify any other recurring patterns, please let me know if you spotted something that I missed that you think may be related. In the future I'm also going to add some more print information about the source of which ship is outputting the YAM stuff to the lua console so that when reading through logs I'll be able to pinpoint better which ship did what. I know this is very long but it seems like we've actually found something a bit complicated. :P Edit: And the code that appears after the YAM output: 2018-06-07 16-18-54| yammine Update interval is defined and has previously been set to 300 and resource amount set to 900 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 I know that this is CarrierCommander and the first 1 is referring to a station, and it does happen at the exact same timestamp as the YAM output. To me, it seems odd because it all seems to be happening in a pattern and coincides, but I don't know exactly how CC works and I don't really want to bother the author unless we can be sure that the problem isn't something from YAM, though I'm not finding a cause inside YAM and I can't reproduce your bug.
  11. I can't replicate this behaviour at all, could you just give me a list of other mods you are running? It looks like you have a few other mods? Also, please go into the yamconfig and set the luaout as = true instead of = false. Then run the game again and make sure the problem happens and then close the game and go to pastebin.com and paste your client and server logs, and put a link to the logs here. Because I can't replicate the behaviour I need to see if there are any vanilla errors or mod execution errors. Do try this and show me the list when you can, it might be helpful.
  12. Thanks, I'm having a look at it. Nice stations by the way! Edit: Could you also show me your player list of ships? There does exist a duplication thing even with the default vanilla station founders and these show up on the list although they don't physically exist, but disappear after a relog. So far, following your steps, I am unable to replicate exactly what you've got happening. Are you on single-player? If yes, does leaving the galaxy and entering again do anything about this at all?
  13. Yep, I did consider this and have been thinking about how I want to implement it, so it will probably be in the next version, because I also consider it preferable to have a smaller amount of them but with more "power". Are you using the default config settings by the way?
  14. The config thing is LUA, as it will look for any file named config.lua in its package.path scope. And all Namespaced scripts in that Context (e.g. Entity(), Player(), ...) share the package path as well as everything globally declared. So if another mod uses the same code, you might end with the wrong config loaded. You can see all global declarations with _G (which is a list and part of LUA). You will notice that any Namespace of all scripts running in that Context, have their own sublists: e.g.: _G.YetAnotherMine. Non - Namespaced scripts run in their own LUA-VM. Namespaced scripts on let's say the same Entity (,same Sector, etc...) share the same VM and thus lessen resource load. For variables either use "local var = x" or "Namespace.var = x" (in your case: Namespace = YetAnotherMine) Thanks for your reply, that seems to be quite a good explanation and I've been reading the Lua manual on namespaces as well in the mean time, so I will definitely make some changes for the next version.
  15. Thanks for the suggestion, I'll be looking at this for 1.0b, I did consider this might be a potential issue but hadn't found a problem with it with other mods, so I wasn't sure if I needed to do something about it. I don't really know how namespaces work, is there any documentation about how to work with them that you can suggest?
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