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Update 2.0 Out Now!

Update 2.0 now available! Check out the ton of QoL Features, improvements, captains, new commands and reworked UI!

O captain, my captain...


Doc Savage NDMF
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You're so fired.

 

My Captain refuses to follow orders. At first he was OK, but then I told him to attack enemies when there were both Pirates and Aliens. He got all confussed and flustered and just sat there.

 

After I killed off the pirates, he decided the Aliens were the enemy. He attacked and did OK. I told him to salvage. He did that. Then he got jumped by more pirates. He just danced around between two ships. I told him to attack. He did. Then he stopped doing anything. I ordered him to salvage, he just sat there again.

 

After going through every command he finally accepted the order to patrol the sector. Boy he sure likes that, because that was ALL he would do. I went through all the commands again. He patrolled. I took over the ship. I gave it back. He took off like a scald rabbit back to patrolling.

 

I quit the game, exited the load screen. Restarted the game, reloaded the galaxy. He was patrolling still, but this time accepted the command to escort me.

 

That would have been fine except then he decided gates are big scary things and refused to go through. I went in and came out the other side, no ship. I came back through and there he was sitting by the gate. I re-commanded him to escort me and went through. Nope. I went back and there he was by the gate.

 

Between this and the endless monotonous cycle of pirates/aliens/bigger pirates/bigger aliens/more pirates/more aliens/oh look pirates AND aliens over and over while trying to get a ship built I had to call it a day.

 

Logs posted for both sessions.

 

Cheers..!

clientlog_2017-03-31_11-45-53.txt

clientlog_2017-03-31_14-30-44.txt

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2017-03-31 13-10-21| error constructing Entity: Entity with index 2365 doesn't exist at [C]:-1: in function Entity

2017-03-31 13-10-21| data/scripts/entity/ai/salvage.lua:145: in function ?

 

And that's where your ship stopped responding to commands.

 

I've had similar issues with a script failing, and the ship completely stopping or just endlessly continuing the last command.

 

Reloading the sector works to fix that (jump out, wait for 5 minutes, or whatever you unload time is, jump back in).

 

If you check your console log, you will almost certainly see an error there when you run into this issue again.

 

And I actually do my ship building in one of my friendly faction's home system, which has plenty of defenders and I never get attacked by anything :)

 

 

Also "Attack Enemies" won't do anything when you only have aliens, since they're not the enemy unless you actually fire at something.

 

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...and that's where I get in over my head with all the coding stuff.

 

The 5 minute rule is good info, I'll make sure to allow that to pass before re-attempting any commands...

 

However how does one leave the sector if the ship won't follow me out..?

Is it a case where only I have to leave for the appointed 5 or so minutes..? (leaving the captain behind)

There's always something else I can go do for a bit when I reach the point of heading onwards, upwards and ho to greener pastures and better metals. I can waste 5 minutes EZ...

 

As for the rest, I don't build in systems where I'm not universally revered as a savior of the people and bestest buddies with all things I pass by in the system.

 

I also ignore Aliens when they're purple (lavender???) when I'm doing other things. It bugs me that any stray shot will turn them instantly red, which is what kept happening today. I'd let the Xeno warrior princesses be for awhile and then Pirates would show up again. I'd build a bit while being fired upon, but eventually you just have to shut them up and then the Aliens suddenly perk up and feel the sudden need to come over and introduce themselves, show off their big guns and whatnot...

 

I'd really like to have some of the more populated and patrolled home systems free from the endless cycle of wave after wave of cannon fodder. I'd also like to see bigger waves hit the outlying sectors harder... Part of the "terror" of a game like this is mixing things up a little instead of a constant grind. I'd like to have to actually pack up and run once in awhile as much as I'd like the chance to set a spell and build a little. Takes both to make it interesting IMHO.

 

Anyway, approaching TMI limitations... Thanks for the help.  :)

 

Cheers..!

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...and that's where I get in over my head with all the coding stuff.

 

The 5 minute rule is good info, I'll make sure to allow that to pass before re-attempting any commands...

 

However how does one leave the sector if the ship won't follow me out..?

Is it a case where only I have to leave for the appointed 5 or so minutes..? (leaving the captain behind)

There's always something else I can go do for a bit when I reach the point of heading onwards, upwards and ho to greener pastures and better metals. I can waste 5 minutes EZ...

 

As for the rest, I don't build in systems where I'm not universally revered as a savior of the people and bestest buddies with all things I pass by in the system.

 

I also ignore Aliens when they're purple (lavender???) when I'm doing other things. It bugs me that any stray shot will turn them instantly red, which is what kept happening today. I'd let the Xeno warrior princesses be for awhile and then Pirates would show up again. I'd build a bit while being fired upon, but eventually you just have to shut them up and then the Aliens suddenly perk up and feel the sudden need to come over and introduce themselves, show off their big guns and whatnot...

 

I'd really like to have some of the more populated and patrolled home systems free from the endless cycle of wave after wave of cannon fodder. I'd also like to see bigger waves hit the outlying sectors harder... Part of the "terror" of a game like this is mixing things up a little instead of a constant grind. I'd like to have to actually pack up and run once in awhile as much as I'd like the chance to set a spell and build a little. Takes both to make it interesting IMHO.

 

Anyway, approaching TMI limitations... Thanks for the help.  :)

 

Cheers..!

 

For the coding part: Once a script in a ship has failed, it won't be re-enabled unless the whole ship is reloaded.

In normal speak: If you leave a sector for 5 minutes, it'll be removed from memory, which means that when you jump back in, it'll be completely reloaded, including the buggy ships, which will then have all their commands back.

 

For aliens vs pirates. If you just let them go, the aliens will kill the pirates. Just dodge the pirates until the aliens have killed them :)

 

Once your ship stops responding, you can hit ' (quote) and you'll get the top half of your screen as debug output. If there's a notice in there relating to a ship, you can safely assume it bugged out on you (quote again to close that screen).

 

If you play in single player, it might be quicker to just restart the game than do the 5 minute thing.

 

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As of r7857...

 

-Using the ' to enter debug is not showing any failures of any kind.

-Leaving for 5 minutes works most times, but not always.

 

I noticed today that when the captain freezes/stops taking orders I'm getting a spawn merchant loop and I don't get a merchant ship. It's happened a few times now, always the same. Captained ship is ordered to salvage, he's frozen, I hit debug and see there's a spawn merchant event supposedly happening and he won't take commands. Happened a couple times to the point I'm actively looking for it anytime time the captain goes awry.

 

A couple times I went after a loot drop that the captain was after. He doesn't like that either, if I get to it first he just gets confused. This one I haven't been able to 100% yet though as I always go to check the debug and nothing is there. Salvaging on the same ship can also loosen his grip on reality if I evaporate a block he wanted to process. I've taken to just staying away to see if it'll cut down on his mind wandering.

 

As for the pirates and aliens, any shot of any weapon of any kind kicks the Aliens to Red. So, if I want to sit there and just watch and not do anything with any ship in the sector for awhile it's ok... I don't like to just sit around so it's inevitable the aliens just have to go.

 

Tangendental Meditation: When the game updates, does it overwrite mods/modded files..? Curious as to official does/doesn'ts.

 

Cheers..!

clientlog_2017-04-02_07-23-42.txt

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Tangendental Meditation: When the game updates, does it overwrite mods/modded files..? Curious as to official does/doesn'ts.

 

 

Yeah this is a problem... Some mods make edits to the base scripts like Antismuggle.lua and transfergoodscrew.lua so its vital to keep your mods loaded and up to date in a separate "Data" backup folder that has nothing but the mod files in it. Then after the update you need to merge the files.

 

And yes I have massive problems with my captained ships just acting like general hooligans.

 

I am particularly fond of my salvage ships just repeatedly smashing into stations

or my mining ships just ramming into asteroids with pure unbridled passion. 

 

want to have some fun make a salvager miner thats shaped like a long bat. place the turrets along the top in like a clump. Sit back and watch the fun... (the ship tries to nudge everything like a teeter-toter).

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In all honesty I prefer it overwrite everything. It may be a pain putting mods back in, but I always want some time in the base game for bugs and such. Mods enable some basic changes for awhile, and sometimes (such as the case of ordering a captain to salvage) make it in the base game proper; but too many put my focus on trying to play it as a finished game instead of looking at it objectively and trying to help the developer...

 

And yah... The AI need some work, lol. They need to understand how to stay still and get work done and how to recognize and path around solid objects for starters. I took a screen of an AI freighter lodged in a station to the point it couldn't get out. Stayed there the whole time I was in the sector. Looked like it was using it as a garage.  ;D

 

Cheers..!

 

 

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Update:

 

Verified the game files just in case and got a new twist on this behavior.

 

In all cases when the captain froze when salvaging today there was a piece of the ship he was tearing up very close to his ship. If I went over and started evaporating the small chunks around him, invariably as soon as I hit the magic chunk he went back to work.

 

I didn't have any issues with traveling merchants today... But then again I only had a handful in the whole session.

 

Cheers..!!

clientlog_2017-04-03_07-49-12.txt

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