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[MOD] Carrier Command


Laserzwei
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Thank you very much for providing the extensive bug report !

 

Script Version 0.10.1

Game Version: Latest Live (not beta) :)

 

Active Mods are regenerative astroid fields and carrier commands.

I might be wrong here, but it seems weird to me, that exactly this ships name shows up with a "Wreckage found" and "fighters started" note. It has a hangar with mining fighters tho.

 

 

 

2018-04-24 21-55-50| New Hope  WD Wreckage find pre

2018-04-24 21-55-50| New Hope  WD Wreckage found

2018-04-24 21-55-50| New Hope  WD fighters started

2018-04-24 21-55-50| New Hope  WD End

2018-04-24 21-55-50| Goin I  WD Wreckage find pre

2018-04-24 21-55-50| Goin I  WD Wreckage found

2018-04-24 21-55-50| Goin I  WD fighters started

2018-04-24 21-55-50| Goin I  WD End

 

 

 

Notice that "WD End" means that the function returned successful, hence the crash is not (directly) related to it.

 

Those are the logs before the last crash. Strange thing is, that at least one of the ships mentioned here "Goin I" is a mining ship, controlled by the AI. It's set to "Mine" and had no interaction with the carrier command script.

This is intersting in that I haven't thought about both scripts working on the same Entity at the same time. Could be  a hunch

 

However I would love to help narrowing this issue down, so if I can do anything, let me now.

You could start by replacing these files on the server side:

CarrierCommander_U1.zip

just overwrite both scripts (salvageCommand.lua and mineCommand.lua) with the ones provided here and see if it helped. (It most likely won't though)

If the crashes continue, you can write me a pm (on the left, the speech bubble below the post counter) with your server details etc.

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  • 2 weeks later...
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I cant get this mod to work, Right now all I am running is

 

BiggerIsBetter_Merchant

Detailed Turret Tooltips 0.024

Regenerative-Asteroids-v1.5.0

ShipScriptLoader.v1.1.0

CarrierCommander_0.10.1

 

The Icon is not appearing and I have no idea where any logs are to provide that info.

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  • 3 weeks later...

i was wondering, would it be possible to make it possible to set salvage-fighters to attack unshielded targets like fighters via the ingame configuration settings?

i have a few iron/titanium-space designs that use salvagers/salvage beams instead of conventional turrets, and was slightly curious about this!

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i actually got it to work finally. but if anyone knows of a good server id love to get a group going and play.

 

jeah im searching for some multiplayer servers too, can we get into contakt?

 

i actually joined your discord server. also is there a way to modify the ai of the salvage and mining fighters. i currently have multiple squads of each and lets say i have to squads of miners they both fly at the same asteroid. anyway to set it up where they will target separate toids?

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getting a error when i try to install the mod fleetcontrol at a server from gamed, which apprently has no %appdata%

folder. would be glad if someone had a anwser ^^

 

 

Error while adding file "data/scripts/commands/fleetcontrol.luax ":

 

data/scripts/lib/fleetcontrol/common.lua:13: module 'utility' not found:

no field package.preload['utility']

no file '/usr/local/share/lua/5.2/utility.lua'

no file '/usr/local/share/lua/5.2/utility/init.lua'

no file '/usr/local/lib/lua/5.2/utility.lua'

no file '/usr/local/lib/lua/5.2/utility/init.lua'

no file './utility.lua'

no file 'data/scripts/lib/utility.lua'

no file 'data/scripts/lib/utility.lua'

no file '/usr/local/lib/lua/5.2/utility.so'

no file '/usr/local/lib/lua/5.2/loadall.so'

no file './utility.so'

Error while adding file "data/scripts/commands/fleetcontrol.lua":

 

data/scripts/lib/fleetcontrol/common.lua:13: module 'utility' not found:

no field package.preload['utility']

no file '/usr/local/share/lua/5.2/utility.lua'

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getting a error when i try to install the mod fleetcontrol at a server from gamed, which apprently has no %appdata%

folder. would be glad if someone had a anwser ^^

 

 

Error while adding file "data/scripts/commands/fleetcontrol.luax ":

 

data/scripts/lib/fleetcontrol/common.lua:13: module 'utility' not found:

no field package.preload['utility']

no file '/usr/local/share/lua/5.2/utility.lua'

no file '/usr/local/share/lua/5.2/utility/init.lua'

no file '/usr/local/lib/lua/5.2/utility.lua'

no file '/usr/local/lib/lua/5.2/utility/init.lua'

no file './utility.lua'

no file 'data/scripts/lib/utility.lua'

no file 'data/scripts/lib/utility.lua'

no file '/usr/local/lib/lua/5.2/utility.so'

no file '/usr/local/lib/lua/5.2/loadall.so'

no file './utility.so'

Error while adding file "data/scripts/commands/fleetcontrol.lua":

 

data/scripts/lib/fleetcontrol/common.lua:13: module 'utility' not found:

no field package.preload['utility']

no file '/usr/local/share/lua/5.2/utility.lua'

 

no idea how to fix that lol im not very versed in coding either i just kinda fiddle around with it till it works

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Playing on Beta think 17.1 getting initUI function error

 

Not sure if this mod or the loot plugin.

This is a bug in the loot-plugin. From having a glance at the code, I would say that it happens when the script runs on a ship without an Hangar? How common is said error (in the log)?

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We got the mod installed no problem and am using it as we speak (Fighters are out noming on roids while i type this.). i also used the loot collection plugin at first and got the same error, uninstalled it and havent had a problem since.

 

Edit: we got the error on both ships with and without hangers

 

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  • 2 weeks later...

Google.translate

 

0.17.1

It seems that it does not work ...

 

The ShipScriptLoader is installed, the lines in the server.lua are registered ...

The line in ShipScriptLoader.lua is written ...

And... nothing :(

Any gopes to be up to date?

 

 

 

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Google.translate

 

0.17.1

It seems that it does not work ...

 

The ShipScriptLoader is installed, the lines in the server.lua are registered ...

The line in ShipScriptLoader.lua is written ...

And... nothing :(

Any gopes to be up to date?

 

It should work though. Please post your logs and config.

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Mybad...

wrote in server.lua:

    local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server')
    if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function(c) a(c); b.onPlayerLogIn(c); end end end

but it was necessary:

    if s then if b.onPlayerLogIn then 
local a = onPlayerLogIn; onPlayerLogIn = function(c) a(c); b.onPlayerLogIn(c); 
end 
end 
end

:(

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  • 2 weeks later...

Hallo,

Leider schmiert bei uns der (dedizierte) Server ab, sobald wir mindestens zu zweit jeweils eine Fliegerstaffel mit CarrierCommand starten (egal welcher Befehl). Der Absturz kündigt sich an, dass wir weder Ziele angreifen noch Asteroiden minern können.

 

> 2018-07-03 23-12-40| Donager  WD Wreckage find pre

2018-07-03 23-12-40| Donager  WD Wreckage found

2018-07-03 23-12-40| Donager  WD fighters started

2018-07-03 23-12-40| Donager  WD End

2018-07-03 23-12-40| bad_alloc thrown for a size of 140388256038880

2018-07-03 23-12-40| === STACKTRACE =====================================

2018-07-03 23-12-40| #1: operator new(unsigned long) [0xa8843e]

2018-07-03 23-12-40| #2: [ext] std::string::_Rep::_S_create(unsigned long, unsigned long, std::allocator<char> const&) [0x7faf20725249]

2018-07-03 23-12-40| #3: [ext] std::string::_Rep::_M_clone(std::allocator<char> const&, unsigned long) [0x7faf20725e0b]

2018-07-03 23-12-40| #4: [ext] std::basic_string<char, std::char_traits<char>, std::allocator<char> >::basic_string(std::string const&) [0x7faf2072648c]

2018-07-03 23-12-40| #5: Script::makeExecutionContext(std::string const&) [0x986c59]

2018-07-03 23-12-40| #6: void GameCallbackSender::safeCallback<std::tuple<ut::uuid, ut::uuid>&>(std::string const&, std::tuple<ut::uuid, ut::uuid>&) [0x4ca598]

2018-07-03 23-12-40| #7: DelayedCallbackSender::sendDelayedCallbacks() [0x6944b5]

2018-07-03 23-12-40| #8: cp::ScriptCallback::update(float) [0x6099c1]

2018-07-03 23-12-40| #9: Scene::sendRemainingEntityCallbacks(float) [0x78c9b2]

2018-07-03 23-12-40| #10: ut::Worker<ut::queue<std::shared_ptr<ut::WorkPacket> > >::workSinglePacket() [0x38cfca]

2018-07-03 23-12-40| #11: std::thread::_Impl<std::_Bind_simple<ut::Worker<ut::queue<std::shared_ptr<ut::WorkPacket> > > ()> >::_M_run() [0x38e080]

2018-07-03 23-12-40| #12: [ext] ?? [0x7faf2071ca60]

2018-07-03 23-12-40| #13: [ext] ?? [0x7faf1ff39184]

2018-07-03 23-12-40| #14: [ext] ?? [0x7faf1fc6603d]

2018-07-03 23-12-40| ===================================================Exception in Game WorkPool worker thread 2: std::bad_alloc

2018-07-03 23-12-40| Total memory in use (whole system): 66.37GB

2018-07-03 23-12-40| Script Memory: 115.79MB

2018-07-03 23-12-40| Factions In Memory: 7

2018-07-03 23-12-40| Players In Memory: 2

2018-07-03 23-12-40| Players Online: 2

2018-07-03 23-12-40| Workpacket [140387398162176]:

2018-07-03 23-12-40| Workpacket [140387423340288]:

2018-07-03 23-12-40| Workpacket [140389545645824]:

2018-07-03 23-12-40| Workpacket [140387440125696]:

2018-07-03 23-12-40| Workpacket [140389554038528]:

2018-07-03 23-12-40| Workpacket [140389570823936]:

2018-07-03 23-12-40| Workpacket [140390090286848]:

2018-07-03 23-12-40| Workpacket [140388488689408]:

2018-07-03 23-12-40| Workpacket [140389579216640]:

2018-07-03 23-12-40| Workpacket [140390132250368]:

2018-07-03 23-12-40| Workpacket [140390123857664]:

2018-07-03 23-12-40| Workpacket [140389596002048]:

2018-07-03 23-12-40| Workpacket [140388497082112]:

2018-07-03 23-12-40| Workpacket [140390115464960]:

2018-07-03 23-12-40| Workpacket [140390107072256]:

2018-07-03 23-12-40| Modified Script 1: data/scripts/commands/loglevel.lua

2018-07-03 23-12-40| CPU: Intel® Xeon® CPU E3-1270 v5 @ 3.60GHz 8 Cores

2018-07-03 23-12-40| Workpacket [140386853263104]:

2018-07-03 23-12-40| Workpacket [140390098679552]:

2018-07-03 23-12-40| Workpacket [140389562431232]:

2018-07-03 23-12-40| RAM: 62

2018-07-03 23-12-40| Seed: yA64KUQXvY

2018-07-03 23-12-40| Workpacket [140385837905664]:

2018-07-03 23-12-40| Workpacket [140387414947584]:

2018-07-03 23-12-40| Workpacket [140389017167616]:

2018-07-03 23-12-40| Workpacket [140387406554880]:

2018-07-03 23-12-40| GameVersion: Beta 0.17.1 r11687 4275fbb4f14c

2018-07-03 23-12-40| Workpacket [140387448518400]:

2018-07-03 23-12-40| GameVersionHash: 4275fbb4f14c

2018-07-03 23-12-40| Modified Script 3: data/scripts/server/server.lua

2018-07-03 23-12-40| Workpacket [140387943425792]:

2018-07-03 23-12-40| Workpacket [140389059131136]:

2018-07-03 23-12-40| Workpacket [140389050738432]:

2018-07-03 23-12-40| Workpacket [140389587609344]:

2018-07-03 23-12-40| Workpacket [140387951818496]:

2018-07-03 23-12-40| Sectors Loaded: 3

2018-07-03 23-12-40| Workpacket [140389042345728]:

2018-07-03 23-12-40| Workpacket [140389008774912]: Sector[52:-281]::sendRemainingEntityCallbacks

2018-07-03 23-12-40| Total memory in use by process: 674.26MB

2018-07-03 23-12-40| Workpacket [140390081894144]:

2018-07-03 23-12-40| Workpacket [140389033953024]:

2018-07-03 23-12-40| Workpacket [140389025560320]:

2018-07-03 23-12-40| Workpacket [140388522260224]:

2018-07-03 23-12-40| Workpacket [140387976996608]:

2018-07-03 23-12-40| Workpacket [140388513867520]:

2018-07-03 23-12-40| Modified Script 2: data/scripts/commands/consolelevel.lua

2018-07-03 23-12-40| Workpacket [140387985389312]:

2018-07-03 23-12-40| Workpacket [140388505474816]:

2018-07-03 23-12-40| Workpacket [140388471904000]:

2018-07-03 23-12-40| Workpacket [140388480296704]:

2018-07-03 23-12-40| Workpacket [140387968603904]:

2018-07-03 23-12-40| Workpacket [140387960211200]:

2018-07-03 23-12-40| Workpacket [140387935033088]:

2018-07-03 23-12-40| Workpacket [140387431732992]:

 

 

Kannst Du uns helfen?

 

Server Version ist die Beta 0.17.1 r11687 4275fbb4f14c, installierte Mods sind CarrierCommand 0.10.1, SystemControl 1.02 und ShipScriptLoader v1.1.0

 

Danke und viele Grüße

Mathias

 

 

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Hallo,

Leider schmiert bei uns der (dedizierte) Server ab, sobald wir mindestens zu zweit jeweils eine Fliegerstaffel mit CarrierCommand starten (egal welcher Befehl). Der Absturz kündigt sich an, dass wir weder Ziele angreifen noch Asteroiden minern können.

 

> 2018-07-03 23-12-40| Donager  WD Wreckage find pre

2018-07-03 23-12-40| Donager  WD Wreckage found

2018-07-03 23-12-40| Donager  WD fighters started

2018-07-03 23-12-40| Donager  WD End

2018-07-03 23-12-40| bad_alloc thrown for a size of 140388256038880

2018-07-03 23-12-40| === STACKTRACE =====================================

2018-07-03 23-12-40| #1: operator new(unsigned long) [0xa8843e]

2018-07-03 23-12-40| #2: [ext] std::string::_Rep::_S_create(unsigned long, unsigned long, std::allocator<char> const&) [0x7faf20725249]

2018-07-03 23-12-40| #3: [ext] std::string::_Rep::_M_clone(std::allocator<char> const&, unsigned long) [0x7faf20725e0b]

2018-07-03 23-12-40| #4: [ext] std::basic_string<char, std::char_traits<char>, std::allocator<char> >::basic_string(std::string const&) [0x7faf2072648c]

2018-07-03 23-12-40| #5: Script::makeExecutionContext(std::string const&) [0x986c59]

2018-07-03 23-12-40| #6: void GameCallbackSender::safeCallback<std::tuple<ut::uuid, ut::uuid>&>(std::string const&, std::tuple<ut::uuid, ut::uuid>&) [0x4ca598]

2018-07-03 23-12-40| #7: DelayedCallbackSender::sendDelayedCallbacks() [0x6944b5]

2018-07-03 23-12-40| #8: cp::ScriptCallback::update(float) [0x6099c1]

2018-07-03 23-12-40| #9: Scene::sendRemainingEntityCallbacks(float) [0x78c9b2]

2018-07-03 23-12-40| #10: ut::Worker<ut::queue<std::shared_ptr<ut::WorkPacket> > >::workSinglePacket() [0x38cfca]

2018-07-03 23-12-40| #11: std::thread::_Impl<std::_Bind_simple<ut::Worker<ut::queue<std::shared_ptr<ut::WorkPacket> > > ()> >::_M_run() [0x38e080]

2018-07-03 23-12-40| #12: [ext] ?? [0x7faf2071ca60]

2018-07-03 23-12-40| #13: [ext] ?? [0x7faf1ff39184]

2018-07-03 23-12-40| #14: [ext] ?? [0x7faf1fc6603d]

2018-07-03 23-12-40| ===================================================Exception in Game WorkPool worker thread 2: std::bad_alloc

2018-07-03 23-12-40| Total memory in use (whole system): 66.37GB

2018-07-03 23-12-40| Script Memory: 115.79MB

2018-07-03 23-12-40| Factions In Memory: 7

2018-07-03 23-12-40| Players In Memory: 2

2018-07-03 23-12-40| Players Online: 2

 

 

Hi,

I can confirm bolidors bug.

 

If two vessels of the same Alliance show up in the system and use carrier commands the server crashes. They dont have to be controlled by different players. Nor do they need to be controlled by a player at all. It may sometimes take some time to crash.

 

Though I'm not familiar with the patch and game feature situation in patch 17.1 I assume alliances are already in the game.

A quick look at the CarrierCommander.lua showed that in the sector callbacks for fighter events a check for the (i guess) mothership enitity checks whether the faction of the ship entity and the fighter are the same.

 

line 163: if Entity(entityId).factionIndex == Entity().factionIndex then 

 

That maybe ok if the faction for every mothership that uses carrier commands is different, but otherwise every carrier of the same faction holds messed up references to fighters in their squads.

 

But I'm no LUA pro and I still wonder what part of the script is global and what local. Every Ship a player enters he can access the carrier commands, which lets it look like a local thing, but those callbacks for fighter spawning will probably only work in a global context. Yet in these functions there is a call for Entity() and I guess that is the current Ship in which the script runs. I m confused and wonder why the thing works in the first place :D

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Edit: This was written before I've updated CC

Hence the statements here are outdated!

 

(...)

A quick look at the CarrierCommander.lua showed that in the sector callbacks for fighter events a check for the (i guess) mothership enitity checks whether the faction of the ship entity and the fighter are the same.

 

line 163: if Entity(entityId).factionIndex == Entity().factionIndex then 

 

That maybe ok if the faction for every mothership that uses carrier commands is different, but otherwise every carrier of the same faction holds messed up references to fighters in their squads.

 

Players and Aliiances are (behing the scenes) just extended Factions. The fighters started from a ship will always be of the same faction as the ship. It doesn't matter, if a player is flying it.

 

Regarding the crashes: These happened already in 0.16, but I still haven't found out why exactly.

 

On top of that Avorion's event system is not reliable anymore (and Carrier Command is literally build on it):

Sometimes registered events don't fire, which causes CC to not continue with its current task. This will e.g. show as fighters assigned to mine circle around the mothership despite there being asteroids left to mine.

 

When CC was published the Vanilla ship-commands did not work with fighters and would just let the ship do all the work. But the devs included fighter support.

So currently I recommend using the Vanilla tools at hand which have improved ever since.

h6YGLyX.png

 

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So currently I recommend using the Vanilla tools at hand which have improved ever since.

 

Haven't messed with the latest beta much besides creative mode, but is there a way to command the fights on your own ship from the commands menu now? Thats my biggest one is commanding your own ship

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Edit2: removed attachement to avoid confusion

This was an intermediate solution

Haven't messed with the latest beta much besides creative mode, but is there a way to command the fights on your own ship from the commands menu now? Thats my biggest one is commanding your own ship

Not in vanilla. It only works for other AI ships.

However:  I made some changes to the vanilla files, so you can use the mine and salvage command with your own ships. It is attached to this post and works with 0.17 and beta 0.18

Edit: Don't expect too much of it. It has all the flaws the vanilla targetting and viability has. And automated fighting isn't included either...

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