Playnot Posted May 24, 2018 Share Posted May 24, 2018 For some reason I can't seem to get above the number 12 when trying this out, 12 is Tesla Gun and after that, any number adds a Tesla gun. Anyone know what I'm doing wrong? try insteed the number the full name. ForceGun SalvagingLaser PulseCannon I tried, but it didn't work sadly. ForceGun adds a Lightning Gun, SalvagingLaser adds a Tesla Gun and PulseCannon throws an error message "Could not identify weaponType" P.S. I'm on version 0.16.7 r11165 if it matters Link to comment Share on other sites More sharing options...
Elmruik Posted May 30, 2018 Share Posted May 30, 2018 Go into your files path: data/scripts/commands open the LUA file that says inventory and do ctrl+f and search for number 12 once you find it there will be a line of code that'll read weapontype = limit(tonumber(w), 12, 0) change the 12 to a 16. i havent figured out how to make the mod recognize the new upgrade types yet so if anyone knows how to do that i would appreciate it. Link to comment Share on other sites More sharing options...
Playnot Posted May 30, 2018 Share Posted May 30, 2018 Go into your files path: data/scripts/commands open the LUA file that says inventory and do ctrl+f and search for number 12 once you find it there will be a line of code that'll read weapontype = limit(tonumber(w), 12, 0) change the 12 to a 16. i havent figured out how to make the mod recognize the new upgrade types yet so if anyone knows how to do that i would appreciate it. Yep, it worked, thanks a lot! Link to comment Share on other sites More sharing options...
Elmruik Posted May 31, 2018 Share Posted May 31, 2018 Go into your files path: data/scripts/commands open the LUA file that says inventory and do ctrl+f and search for number 12 once you find it there will be a line of code that'll read weapontype = limit(tonumber(w), 12, 0) change the 12 to a 16. i havent figured out how to make the mod recognize the new upgrade types yet so if anyone knows how to do that i would appreciate it. Yep, it worked, thanks a lot! no problem just hope someone can figure out how to get it to recognize the new system modules so i can ad them to my ship. Link to comment Share on other sites More sharing options...
Elmruik Posted June 1, 2018 Share Posted June 1, 2018 Eurekas were had! I found out how to add systems to the [/inventory upgrade] spawner Look at lib\cmd\upgrades.lua. you'll find strings that essentially go: {function (str) return str:find("^{SEARCH WORD}") end, "{NAME OF UPGRADE found in the systems folder}", "{<<<repeat last}"}, As an example, I managed to get it to spawn the XSTN-Ks by adding these to the list {function (str) return str:find("^teleporterkey1") end, "teleporterkey1", "teleporterkey1"}, {function (str) return str:find("^teleporterkey2") end, "teleporterkey2", "teleporterkey2"}, {function (str) return str:find("^teleporterkey3") end, "teleporterkey3", "teleporterkey3"}, {function (str) return str:find("^teleporterkey4") end, "teleporterkey4", "teleporterkey4"}, {function (str) return str:find("^teleporterkey5") end, "teleporterkey5", "teleporterkey5"}, {function (str) return str:find("^teleporterkey6") end, "teleporterkey6", "teleporterkey6"}, {function (str) return str:find("^teleporterkey7") end, "teleporterkey7", "teleporterkey7"}, {function (str) return str:find("^teleporterkey8") end, "teleporterkey8", "teleporterkey8"}, I will not try spawning them with a level lower than legendary though. Don't want to risk yerg-ing anything on my end mid-testing ;D. Other snippets for the newly released vanilla systems: {function (str) return str:find("^loot") end, "lootrangebooster", "lootrangebooster"}, {function (str) return str:find("^shieldimp") end, "shieldimpenetrator", "shieldimpenetrator"}, Good for DarkPaapi's Unique Xsotan Keys mod, now you don't have to type a long string of code and have to manually change the seed everytime if you want to try them. so i added the booster and impenetrable code to the lib but i still cant spawn them is there some other code i have to modify? Link to comment Share on other sites More sharing options...
Elmruik Posted June 1, 2018 Share Posted June 1, 2018 I've managed to fix the agoods problem: in \scripts\player\cmd\agoods.lua, the code should be: if onServer() then package.path = package.path .. ";data/scripts/lib/?.lua" require ("goods") end function initialize(name, quantity, ...) local player = Player() name = string.gsub(name, "_", " ") if goods[name] ~= nil then local ship = Entity(player.craftIndex) local good = tableToGood(goods[name]) ship:addCargo(good, quantity) else player:sendChatMessage("Server", 0, string.format("Error:%s is not a good!", name )) end terminate() end am i missing something i altered the code but still can use the command? Link to comment Share on other sites More sharing options...
CaptPatrick01 Posted June 2, 2018 Share Posted June 2, 2018 Eurekas were had! I found out how to add systems to the [/inventory upgrade] spawner Look at lib\cmd\upgrades.lua. you'll find strings that essentially go: {function (str) return str:find("^{SEARCH WORD}") end, "{NAME OF UPGRADE found in the systems folder}", "{<<<repeat last}"}, As an example, I managed to get it to spawn the XSTN-Ks by adding these to the list {function (str) return str:find("^teleporterkey1") end, "teleporterkey1", "teleporterkey1"}, {function (str) return str:find("^teleporterkey2") end, "teleporterkey2", "teleporterkey2"}, {function (str) return str:find("^teleporterkey3") end, "teleporterkey3", "teleporterkey3"}, {function (str) return str:find("^teleporterkey4") end, "teleporterkey4", "teleporterkey4"}, {function (str) return str:find("^teleporterkey5") end, "teleporterkey5", "teleporterkey5"}, {function (str) return str:find("^teleporterkey6") end, "teleporterkey6", "teleporterkey6"}, {function (str) return str:find("^teleporterkey7") end, "teleporterkey7", "teleporterkey7"}, {function (str) return str:find("^teleporterkey8") end, "teleporterkey8", "teleporterkey8"}, I will not try spawning them with a level lower than legendary though. Don't want to risk yerg-ing anything on my end mid-testing ;D. Other snippets for the newly released vanilla systems: {function (str) return str:find("^loot") end, "lootrangebooster", "lootrangebooster"}, {function (str) return str:find("^shieldimp") end, "shieldimpenetrator", "shieldimpenetrator"}, Good for DarkPaapi's Unique Xsotan Keys mod, now you don't have to type a long string of code and have to manually change the seed everytime if you want to try them. so i added the booster and impenetrable code to the lib but i still cant spawn them is there some other code i have to modify? Did you check the upgradegenerator.lua? UpgradeGenerator.add("data/scripts/systems/shieldimpenetrator.lua", 1) and UpgradeGenerator.add("data/scripts/systems/lootrangebooster.lua", 1) Should be listed there. If not, it is out of date, but should be rectified by adding them in. Also check the upgrades folder to see if the files are there. Link to comment Share on other sites More sharing options...
Elmruik Posted June 2, 2018 Share Posted June 2, 2018 all the files and code are in the right place but everytime i add those to lines to the upgrades lua it breaks the mod Link to comment Share on other sites More sharing options...
Dragaunus Posted June 8, 2018 Share Posted June 8, 2018 My apologies in advance if this answer was listed amidst the several pages I read through, but: Question: I know the MOD Developer hasn't done work on this project for a while so is that why only the crew commands work while the spawn commands are buggy? I'll spawn say either a turret or system upgrade, yet the only appear in my physical inventory but are not available to slot via the upgrades or build menu (weapons.) Has anyone found a way to resolve this themselves? Any help would be much appreciated. I did and still love the MOD least for the crew fulfillment option. Thank you! Link to comment Share on other sites More sharing options...
TenshiRyu Posted July 16, 2018 Share Posted July 16, 2018 My apologies in advance if this answer was listed amidst the several pages I read through, but: Question: I know the MOD Developer hasn't done work on this project for a while so is that why only the crew commands work while the spawn commands are buggy? I'll spawn say either a turret or system upgrade, yet the only appear in my physical inventory but are not available to slot via the upgrades or build menu (weapons.) Has anyone found a way to resolve this themselves? Any help would be much appreciated. I did and still love the MOD least for the crew fulfillment option. Thank you! That sounds like you create/joined an alliance. When you add turrets and upgrades via this script they're placed in your personal inventory. If you're part of an alliance, flying an alliance ship, you need to move these upgrades to the alliance inventory first for them to become available for slotting. Link to comment Share on other sites More sharing options...
King Arthur VII Posted August 3, 2018 Share Posted August 3, 2018 Ive noticed some of the commands are a bit broken, in order to get a railgun turret, I need to enter /inventory turret bolter... and as for systems, im not sure how to even get a turret control system... any help? Link to comment Share on other sites More sharing options...
unbekannt1984 Posted August 3, 2018 Share Posted August 3, 2018 Hi, the Mod is outdated. You can do most of the stuff with the entitydebug-tool, try to enter the following in your chat (Well, you need to be Admin on the Server or in a singleplayer-game): /run Entity():addScript("lib/entitydbg.lua") But if I'm not mistaking, you won't be able to generate a specific upgrade that way. Link to comment Share on other sites More sharing options...
Anexgohan Posted August 5, 2018 Share Posted August 5, 2018 Hello everyone, I managed to get the /inv turret part or the weapon spawning part of the the mod working again. I have checked and all the current and new weapons are now spawnable. Credit goes to the original mod author only I just fixed a part. I have also included a list of weapons and their weapon code to spawn them named "avorion-commands-master_List" To Install just overwrite the scripts folder from this into your "Avorion/data/" folder , you need the original mod already installed before this. avorion-commands-master.zip Link to comment Share on other sites More sharing options...
Vrmithrax Posted August 29, 2018 Share Posted August 29, 2018 The Fighter command still seems to be broken, in the same way the turret spawning was. For instance, I can't spawn a salvaging fighter, no matter what I try - anything above 12 (or even listing it specifically as SalvagingLaser) just spawns a Force Fighter. I imagine it's the same issue as the turrets, with the enum list being all out of whack? Link to comment Share on other sites More sharing options...
TrueWrathChild Posted September 9, 2018 Share Posted September 9, 2018 I tried this update and the RocketLauncher still feeding me Mining Lasers. Same using command Rocket. Launcher isn't recognized. Nevermind.. I wasn't using the enum.. was typing Rocket etc as I watched in outdated video. Link to comment Share on other sites More sharing options...
TrueWrathChild Posted September 9, 2018 Share Posted September 9, 2018 Now, for All those who wanted to get Turret System Upgrades I found out how by messing around with commands and looking at the components themselves! The reason is you have different types of TCS - Turret Command Systems. There-in I started to think, you have Military and Civ, although it took me a minute till I plugged in "Civ" bc description shows All-Round lol. But here are your commands for the M-TCS and A-TCS: M-TCS /inv upgrade military (tier 1-5) (Qty) A-TCS /inv upgrade civ (tier 1-5) (Qty) I still can't get the XSTN-K 1-8 to spawn but if you're just looking for the Turret Command Systems, Here you all go. Hope it finds it's way to someone! Cheers! Link to comment Share on other sites More sharing options...
Adsixnine Posted September 10, 2018 Share Posted September 10, 2018 thx for mod Sweet work! ;) Link to comment Share on other sites More sharing options...
netdomon Posted September 10, 2018 Share Posted September 10, 2018 thank you so much Link to comment Share on other sites More sharing options...
Salminar Posted January 17, 2019 Share Posted January 17, 2019 When trying to add a few turrets types (All those with number above 10 if i remember) it always add tesla turrets. Is this mod still supported or should i move to another package collection? (Is it worth fixing it if not maintained anymore?) Link to comment Share on other sites More sharing options...
SneakyTacts Posted January 17, 2019 Share Posted January 17, 2019 Is this mod still supported or should i move to another package collection? (Is it worth fixing it if not maintained anymore?) There's always the developer command /run Entity():addScript("lib/entitydbg.lua") that you can use to give yourself 10 random sets of 20 weapons, any cargo, any system, to spawn any station or factory, and to create any other of the dozens of odd things, too. Link to comment Share on other sites More sharing options...
NovaBreaker Posted February 28, 2019 Share Posted February 28, 2019 i feel like this mod or at least its commands should be integrated into the game as working commands here is an updated weapons.lua for the mining update that is currently in beta -- Table of system upgrade scripts for use with `findString()` from `lib.cmd.common` return { {function (str) return str:find("^[cC]ha") end, 0, "ChainGun"}, {function (str) return str:find("^[pP]dc") end, 1, "PdChainGun"}, {function (str) return str:find("^[pP]dl") end, 2, "PdLaser"}, {function (str) return str:find("^[lL]as") end, 3, "Laser"}, {function (str) return str:find("^[mM]in") end, 4, "MiningLaser"}, {function (str) return str:find("^[rR]awm") end, 5, "RawMiningLaser"}, {function (str) return str:find("^[sS]al") end, 6, "SalvagingLaser"}, {function (str) return str:find("^[rR]aws") end, 7, "RawSalvagingLaser"}, {function (str) return str:find("^[pP]la") end, 8, "PlasmaGun"}, {function (str) return str:find("^[rR]oc") end, 9, "RocketLauncher"}, {function (str) return str:find("^[cC]an") end, 10, "Cannon"}, {function (str) return str:find("^[rR]ai") end, 11, "RailGun"}, {function (str) return str:find("^[rR]ep") end, 12, "RepairBeam"}, {function (str) return str:find("^[bB]ol") end, 13, "Bolter"}, {function (str) return str:find("^[lL]ig") end, 14, "LightningGun"}, {function (str) return str:find("^[tT]es") end, 15, "TeslaGun"}, {function (str) return str:find("^[fF]or") end, 16, "ForceGun"}, {function (str) return str:find("^[pP]ul") end, 17, "PulseCannon"}, {function (str) return str:find("^[aA]nt") end, 18, "AntiFighter"}, } i might update the upgrades list later if i have time. Link to comment Share on other sites More sharing options...
Elmruik Posted April 11, 2019 Share Posted April 11, 2019 I'm using the new beta branch and the inv turret command seems to have broken. it wont spawn any turrets anymore or give me an error. Anyone have any help? Link to comment Share on other sites More sharing options...
fordhamflash Posted April 12, 2019 Share Posted April 12, 2019 So I have been pouring over this information and the lua files. It seems that COAXIAL weapons are merely a type of "toggle" - GetWeaponsCoaxial or something like that. I am trying to figure out how to "toggle" that code so I can command a coaxial weapon into my inventory. Any thoughts? Link to comment Share on other sites More sharing options...
fordhamflash Posted April 14, 2019 Share Posted April 14, 2019 In case anyone is interested, I managed to create custom coaxial weapons using this "customized" version of the mod: https://www.avorion.net/forum/index.php/topic,3748.html The command /INVENTORY MYTURRET allows you to create a customized turret by physically editing the inventory.lua file before running the command. At lines 213 and 214, add the following: --Make Turret A CoAxial Weapon item.coaxial = true This will make the weapon a coaxial weapon. If you want to go back to making turrets just add "--" at the beginning of line 214. Link to comment Share on other sites More sharing options...
k7755g Posted April 22, 2019 Share Posted April 22, 2019 Due to the most recent updates, the Turret generation this script used has been changed. The following Changes need to be made in 'inventory.lua' in 'data/scripts/commands/' Line 10 Add TurretGenerator = require("turretgenerator") Line 46 Replace GenerateTurretTemplate(random():createSeed(), weapontype, dps, tech, rarity, material) with TurretGenerator.generateSeeded(random():createSeed(), weapontype, dps, tech, rarity, material) This will allow the script to spawn turrets again. Link to comment Share on other sites More sharing options...
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