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Extra Long Range Captain Operations
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271.331 KB
6 mart. 2023 la 19:47
22 iul. 2024 la 17:31
9 jurnale de actualizare ( vizionare )

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Extra Long Range Captain Operations

Descriere
Adds a simple modifier to double the range of various operations you send your captains on.

Remember an explorer captain is still required in order to mark every sector type, even if they're in radar range.

If you like this mod and want to help others find it


Changes:
All operations which can benefit from a bigger area have had their area's doubled including:
  • Mine
  • Scrap
  • Expedition
  • Refine
  • Scout
  • Procure
  • Sell
  • Trade
Note: Some operations generate their duration based on the number of sectors they visit, meaning this WILL increase the duration for those operations. These are usually the operations where you can't pick their duration.

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Game Files Modified:
For other modders mostly, may help with compatibility questions. If another mod overwrites any of the functions or files listed below, this mod, or the other mod may not work.
script\player\background\minecommand.lua Overwrites MineCommand:getAreaSize script\player\background\salvagecommand.lua Overwrites SalvageCommand:getAreaSize script\player\background\expeditioncommand.lua Overwrites ExpeditionCommand:getAreaSize script\player\background\refinecommand.lua Overwrites RefineCommand:getAreaSize script\player\background\scoutcommand.lua Overwrites ScoutCommand:getAreaSize script\player\background\procurecommand.lua Overwrites ProcureCommand:getAreaSize script\player\background\sellcommand.lua Overwrites SellCommand:getAreaSize script\player\background\tradecommand.lua Overwrites TradeCommand:getAreaSize
25 comentarii
Druark  [autor] 15 nov. 2024 la 5:21 
@Lotan flan
@NИNИNИ
I've tested with the mod enabled and disabled. It worked the same both ways. I tested with an explorer captain after, they discovered far more sectors as expected with and without the mod enabled.
Are you sure you're not just using a non-explorer captain? Not every captain can discover every type of sector so it can appear as if they're not doing anything even though there are visible mass sectors on radar.
Druark  [autor] 14 nov. 2024 la 4:08 
I'll do some more testing later today. Not sure why there'd be sn issue though as the area is all thats changed.
NИNИNИ 14 nov. 2024 la 3:10 
+Scouting is not working.
Lotan flan 2 nov. 2024 la 21:14 
its weird then as the only mod i remove is this one and the scouting works again.
Druark  [autor] 2 nov. 2024 la 21:03 
@Lotan flan
My mod doesn't touch the scouting part of the scouting operation, only the function which controls the size of the area. I also tested it again anyway and it worked normally. You likely have a conflict or other issue.
Lotan flan 2 nov. 2024 la 19:58 
just want to let you know that this mod breaks scouting, when the scouting operation finishes it does not reveal any systems in the area the scouting took place in
Demo who Laughs 28 aug. 2024 la 16:32 
NVM, I'm dumb.
Druark  [autor] 22 iul. 2024 la 17:33 
@Seamus Donohue
You're correct, that should by a Y. I've fixed it now in the affected files. Thanks for pointing it out.

I didn't notice the issue during testing as it actually works regardless, even though it shouldn't. Basegame scripts likely ensure the values are equal to the highest/X value to keep it square. I don't remember off the top of my head though.
Seamus Donohue 22 iul. 2024 la 16:34 
While trying to learn how to create modification, I looked through the code for your mod and spotted something weird.

-- Ensures the resulting value is an odd number
X = utilities.makeOdd(X)
X = utilities.makeOdd(Y)

Shouldn't that last line assign to Y instead of X?
Druark  [autor] 5 iul. 2024 la 13:29 
@Valto
The mod is already updated for 2.5.2, it doesn't need an update. Try unsubbing and resubbing as Steam may not have updated your local copy of the mod yet.