Not needed for me.morbideth wrote: ↑Mon, 10. Dec 18, 07:41When checking for stations outside its current sector, it goes to the first one it finds, which is not usually the closest. Finding the closest would require checking every station in range to see if they have a sat nearby and then sorting the list. I could do that if people want but it is much more computationally intensive and might cause a fps drop.
[MOD] Satellite Network v0.33
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] Satellite Network
Re: [MOD] Satellite Network
morbideth wrote: ↑Sun, 9. Dec 18, 21:52That is the translation file text. Is your game set to english? What other mods do you have installed? Could be some kind of conflict.Grimshad wrote: ↑Sun, 9. Dec 18, 21:13This is what i get, what am i missing?
https://imgur.com/xixcYRU
That being said, it is just the label. You can still click on the order and it will work.
I'll look at the replies and see what is going on in the morning.
got it: i have changed the content.xml to:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<content id="SatNetwork" name="Satellite Network" description="Sending ships to drop sats." author="Silentdeth" version="0.1" date="2018-12-08" save="0" enabled="1">
<text language="7" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="33" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="34" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="39" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="44" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="49" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="86" name="Satellite Network" description="Adds deploy Satellites behaviour." author="Silentdeth" />
<text language="88" name="Satellite Network" description="Adds deploy Satellites behaviour.." author="Silentdeth" />
</content>
now Im able to use the button (its no longer greyed out)
fyi: I bought the game in steam india, ingame lang. = english
- Baconnaise
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Re: [MOD] Satellite Network
BTW a little quirk with this mod is if you try to use more than one ship they will sometimes end up together laying several sats per station. You can micromanage and start them off in different sectors which helps. Just an FYI. All in all a great mod.
Re: [MOD] Satellite Network
Found the problem, it was taking it so long to search through the station in the sector that it had rode the highway to the next before it found a station that needed a sat. Should be fixed in next version.mcal9909 wrote: ↑Sun, 9. Dec 18, 23:41Had a strange bug of sorts. I started my Sat deploy in Grand Exchange I, Once he had finsihed he moved to Pious Mists II deployed sats, Then Pontiflex's Claim deployed sats, Then Cardinals Redress deployed sats. After this he seemd to ride the Highway between Pious Mists II and Holy Vision in a loop. Going back and forth without deploying any new sats. He had 45 left in his inventory. Starting his orders again just resulted in him going through this loop again. Moved him to Grand Exchange III and changed his area to deploy to Grand Exchange III and started him backup and hes off deploying sats again.
Re: [MOD] Satellite Network
I've noticed that, I may have them do another check before they drop their sat. Right now it only checks before they head to the station.Baconnaise wrote: ↑Mon, 10. Dec 18, 10:54BTW a little quirk with this mod is if you try to use more than one ship they will sometimes end up together laying several sats per station. You can micromanage and start them off in different sectors which helps. Just an FYI. All in all a great mod.
Re: [MOD] Satellite Network
Updated, let me know if this fixes things.Grimshad wrote: ↑Sun, 9. Dec 18, 23:00Game is in English, using auto explore, learn all the things, and trade buy notifcation. The problem is that I can't click it. it's greyed out like my pilot doesn't have enough stars, but it only requires 0, so i don't understand why it's greyed out.morbideth wrote: ↑Sun, 9. Dec 18, 21:52That is the translation file text. Is your game set to english? What other mods do you have installed? Could be some kind of conflict.Grimshad wrote: ↑Sun, 9. Dec 18, 21:13This is what i get, what am i missing?
https://imgur.com/xixcYRU
That being said, it is just the label. You can still click on the order and it will work.
I'll look at the replies and see what is going on in the morning.
v0.20
- Added support for advanced satellites.
- Added (untranslated) language files for non-english languages.
- Attempted fix for flying through destination sector.
- Improved checks for multiple sat layers.
- Improved some interrupts, I think.
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Re: [MOD] Satellite Network v0.20
ATTENTION do NOT run MULTIPLE instances of this mod or your game crash.
Assigning 1 perseus (speed) the default behaviour to deploy sats works as announced and fine.
Assigning a second explorer makes the game crash after few seconds.
But, in general this is a good mod, 1 explorere will do the job anyway.
Assigning 1 perseus (speed) the default behaviour to deploy sats works as announced and fine.
Assigning a second explorer makes the game crash after few seconds.
But, in general this is a good mod, 1 explorere will do the job anyway.
Re: [MOD] Satellite Network v0.20
In version 0.10 i ran 3 ships at the same moment and it works.aquarius79 wrote: ↑Mon, 10. Dec 18, 14:35ATTENTION do NOT run MULTIPLE instances of this mod or your game crash.
Assigning 1 perseus (speed) the default behaviour to deploy sats works as announced and fine.
Assigning a second explorer makes the game crash after few seconds.
But, in general this is a good mod, 1 explorere will do the job anyway.
Re: [MOD] Satellite Network v0.20
I'm not having any trouble with multiple ships running this script and as someone above complained about multiple ships with this script laying sats on the same station I'm guessing they aren't either. Nor can I think of a reason why having two ships running this script would be any different than having one as far as stability goes.aquarius79 wrote: ↑Mon, 10. Dec 18, 14:35ATTENTION do NOT run MULTIPLE instances of this mod or your game crash.
Assigning 1 perseus (speed) the default behaviour to deploy sats works as announced and fine.
Assigning a second explorer makes the game crash after few seconds.
But, in general this is a good mod, 1 explorere will do the job anyway.
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] Satellite Network v0.20
You should consider putting this up on Nexus Mods. It's been exactly as described and works fairly well (for me at least).
Re: [MOD] Satellite Network v0.20
Im not an experienced modder and i dont know how exactly you can interface MD script with the engine and game but, wouldnt it be easier easier to have a global array of *reserved* station? Then when a ship search for a station, look up that array and see, oh this one is reserved lets find the next one and append the new station to the array? Also modify the "on kill" signal/event to removed the station from the global array if it was running?
That is some big ass pseudo code that might not even be possible but might get my point accross and prevent having 2 ship with the same target or send a ship to a station for nothing, a little bit like they reserved trade offer in rebirth or now here too i think? And be a little easier on the computing.Global //game wide
If RerservedStation Array == Nil
--RerservedStation Array = new ReservedStation array
Local //instance running on ship
value reserved
value curTarget
--if curTarget.got.Satelitte
----Find new target
----Break
else
--for each reserved in ReservedStation
----if curTarget == reserved
------Breack;
------Seek new target
----Else
------Set Target
On Kill event
--If order = Explore || curTarget =! nil
----Remove curTarget from ReservedArray
Re: [MOD] Satellite Network v0.20
You don't need to use the MD to use global variables. That being said, your code doesn't account for stations being built/discovered/destroyed, and wouldn't offer an improvement as they would still have to be checked as they are now.jocan2003 wrote: ↑Mon, 10. Dec 18, 21:08Im not an experienced modder and i dont know how exactly you can interface MD script with the engine and game but, wouldnt it be easier easier to have a global array of *reserved* station? Then when a ship search for a station, look up that array and see, oh this one is reserved lets find the next one and append the new station to the array? Also modify the "on kill" signal/event to removed the station from the global array if it was running?
That is some big ass pseudo code that might not even be possible but might get my point accross and prevent having 2 ship with the same target or send a ship to a station for nothing, a little bit like they reserved trade offer in rebirth or now here too i think? And be a little easier on the computing.
Re: [MOD] Satellite Network v0.20
I heard that the Steam Workshop is just an attempt by Valve to grab cash for mods from independent modders that Valve had no part in creating...
If that statement is accurate, I can't say.
But if its true, maybe that's the reason...?
If that statement is accurate, I can't say.
But if its true, maybe that's the reason...?
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Re: [MOD] Satellite Network v0.20
Anyone tried this with Sector Satellites' advanced sats? I'm curious what would happen.
Re: [MOD] Satellite Network v0.20
"=ReadText1041-303=" instead "Deploy Sattelites". Checked russian and english laguages, I guess the same for others.
- Baconnaise
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- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] Satellite Network v0.20
Nothing happens it just works. I have advanced sat range (old version of mod) plus sector sat mod (new version) that updates the whole sector with just one sat. You can even use the cheat mod that reveals all stations with all of it.captainradish wrote: ↑Tue, 11. Dec 18, 03:29Anyone tried this with Sector Satellites' advanced sats? I'm curious what would happen.
Re: [MOD] Satellite Network v0.20
Grr, I can't figure why it would be doing that. It shouldn't, the files are there. Maybe there is a bug with merging language file. I could try diff I guess. Does anyone have a mod that adds files to the \t directory and doesn't have this issue?
Edit: Tried an update using diff instead, let me know if that works. If it doesn't... I'm officially out of ideas.
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
Re: [MOD] Satellite Network v0.20
What I mean is does it still dump half-a-dozen satellites in a sector or only one or two?Baconnaise wrote: ↑Tue, 11. Dec 18, 07:13Nothing happens it just works. I have advanced sat range (old version of mod) plus sector sat mod (new version) that updates the whole sector with just one sat. You can even use the cheat mod that reveals all stations with all of it.captainradish wrote: ↑Tue, 11. Dec 18, 03:29Anyone tried this with Sector Satellites' advanced sats? I'm curious what would happen.
Re: [MOD] Satellite Network v0.20
It still uses the vanilla range for stats when calculation where to place them.captainradish wrote: ↑Tue, 11. Dec 18, 13:18What I mean is does it still dump half-a-dozen satellites in a sector or only one or two?Baconnaise wrote: ↑Tue, 11. Dec 18, 07:13Nothing happens it just works. I have advanced sat range (old version of mod) plus sector sat mod (new version) that updates the whole sector with just one sat. You can even use the cheat mod that reveals all stations with all of it.captainradish wrote: ↑Tue, 11. Dec 18, 03:29Anyone tried this with Sector Satellites' advanced sats? I'm curious what would happen.
Re: [MOD] Satellite Network v0.20
V 0.21 has the same issue - ReadText...morbideth wrote: ↑Tue, 11. Dec 18, 09:13Grr, I can't figure why it would be doing that. It shouldn't, the files are there. Maybe there is a bug with merging language file. I could try diff I guess. Does anyone have a mod that adds files to the \t directory and doesn't have this issue?
Edit: Tried an update using diff instead, let me know if that works. If it doesn't... I'm officially out of ideas.
Here is a mod with \t: viewtopic.php?f=181&t=406700
I am the only one who has this bug? But I checked english version too. Morbideth what do you see in your game: "deploy sattelites" or "ReadText"?