Laserzwei Posted April 25, 2018 Author Share Posted April 25, 2018 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. Link to comment Share on other sites More sharing options...
Goldobsidian Posted May 4, 2018 Share Posted May 4, 2018 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. Link to comment Share on other sites More sharing options...
Burnthalo Posted May 4, 2018 Share Posted May 4, 2018 nvm. Link to comment Share on other sites More sharing options...
Gantradies Posted May 22, 2018 Share Posted May 22, 2018 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! Link to comment Share on other sites More sharing options...
Elmruik Posted May 30, 2018 Share Posted May 30, 2018 hey im having an issue getting the mod to install ive followed all the steps but it still wont work any tips? Link to comment Share on other sites More sharing options...
Kampfkrapfn Posted May 30, 2018 Share Posted May 30, 2018 hey im having an issue getting the mod to install ive followed all the steps but it still wont work any tips? choose a multiplayer server where this mod is active ;) Link to comment Share on other sites More sharing options...
Luzivras Posted May 30, 2018 Share Posted May 30, 2018 hey im having an issue getting the mod to install ive followed all the steps but it still wont work any tips? choose a multiplayer server where this mod is active ;) i can help you if you want ive it even installed on my server, if you want to contact me directly here my discord server: https://discord.gg/3SxMgb Link to comment Share on other sites More sharing options...
Elmruik Posted May 31, 2018 Share Posted May 31, 2018 i actually got it to work finally. but if anyone knows of a good server id love to get a group going and play. Link to comment Share on other sites More sharing options...
Luzivras Posted May 31, 2018 Share Posted May 31, 2018 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? Link to comment Share on other sites More sharing options...
Elmruik Posted May 31, 2018 Share Posted May 31, 2018 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? Link to comment Share on other sites More sharing options...
Luzivras Posted May 31, 2018 Share Posted May 31, 2018 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' Link to comment Share on other sites More sharing options...
Laserzwei Posted June 1, 2018 Author Share Posted June 1, 2018 ... You are obviously in the wrong thread Link to comment Share on other sites More sharing options...
Elmruik Posted June 1, 2018 Share Posted June 1, 2018 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 Link to comment Share on other sites More sharing options...
Elmruik Posted June 1, 2018 Share Posted June 1, 2018 But again does anyone know how to make them target separate objects Link to comment Share on other sites More sharing options...
Malaras Posted June 4, 2018 Share Posted June 4, 2018 Playing on Beta think 17.1 getting initUI function error Not sure if this mod or the loot plugin. Link to comment Share on other sites More sharing options...
Laserzwei Posted June 4, 2018 Author Share Posted June 4, 2018 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)? Link to comment Share on other sites More sharing options...
TheSamuraiPigeon Posted June 10, 2018 Share Posted June 10, 2018 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 Link to comment Share on other sites More sharing options...
Myrkin Posted June 21, 2018 Share Posted June 21, 2018 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? Link to comment Share on other sites More sharing options...
Hammelpilaw Posted June 24, 2018 Share Posted June 24, 2018 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. Link to comment Share on other sites More sharing options...
Myrkin Posted June 24, 2018 Share Posted June 24, 2018 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 :( Link to comment Share on other sites More sharing options...
bolidor Posted July 3, 2018 Share Posted July 3, 2018 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 Link to comment Share on other sites More sharing options...
Hellsmith Posted July 9, 2018 Share Posted July 9, 2018 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 Link to comment Share on other sites More sharing options...
Laserzwei Posted July 9, 2018 Author Share Posted July 9, 2018 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. Link to comment Share on other sites More sharing options...
DracoNB Posted July 9, 2018 Share Posted July 9, 2018 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 Link to comment Share on other sites More sharing options...
Laserzwei Posted July 10, 2018 Author Share Posted July 10, 2018 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... Link to comment Share on other sites More sharing options...
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