Avorion
[2.5.2+] Xavorion: Sectors
53 Komentar
LM13  [pembuat] 7 Jan @ 6:07am 
@shephjr15

Any station that sells carrier fighters might have them. It may be that those are rare in your location, so try to make your own at fighter factories instead.

In geneal, some stuff can be rare in some regions.
shephjr15 7 Jan @ 5:58am 
I'm not sure if it's been asked before, but where can I buy fighters? Specifically mining fighters. I've seen combat fighters at military stations, but mining fighters don't seem to be part of their lineup, and also aren't in the resource depots? I've been to sectors of all economies, and can't find them at all.
LM13  [pembuat] 1 Nov 2024 @ 10:13am 
@스타더스트

- Shipyards for Hangar Bay
- Repair Docks for Core Module: Carrier
- Both for Transport Module (fighter loot collection)
스타더스트 1 Nov 2024 @ 9:07am 
Where can i find subsystem for fighter?
LM13  [pembuat] 23 Sep 2024 @ 4:07pm 
@2G33K4U

That mod ( More Traders ) seems to break TradingUtility script.
Author has an error at (Line 11) @ [tradingutility.lua] which removes all changes other mods have made to that file. That's why you see an error related to "TradingUtility.AssignTradeRoute" - it's just gone.

On a side note - Xavorion already has increased merchant traffic, no need and no point in using other mods for that.
2G33K4U 21 Sep 2024 @ 12:39am 
Part 2
From More traders author ( i am not a programmer)
xamlo: I assume that the modification of the merchant ship by the Havorion mod does not happen for all the ships of the station, but only for one. When the second ship arrives, it turns out to be unmodified and problems occur when trying to calculate it
2G33K4U: so it is like a phantom ship?
xamlo: No. I'll explain now. 'AssignTradeRoute'
This is a function from Havorion. it modifies the path of the merchant ship to the station, as I understand it. But for it to work, all merchant ships must be modified by this mod (the author adds attributes to them, as I understand it). Apparently, he did not take into account that there can be more than 1 ship and then they do not all receive these attributes. As a result, when trying to call the function, the server gets an error
xamlo: 107:
local _bSuccess = TradingUtility.AssignTradeRoute( Entity(), Sector(), AIPatrolMerchant.RNG )
xamlo: i thing AIPatrolMerchant.RNG is null
2G33K4U 21 Sep 2024 @ 12:35am 
PART 1
Greetings I have a mod i like to use . More Traders id=2874770991 It would seem that Sectors has an issue with it. and throws up a lot of errors. "
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: AIPatrolMerchant.updateServer C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua
could not execute function 'AIPatrolMerchant.updateServer' in '"C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua"':
C:\Users\2g33k\AppData\Roaming\Avorion\galaxies\Xavorion\workshop\content\445220\2992809240\data/scripts/entity/ai/patrolMerchant.lua:107: attempt to call field 'AssignTradeRoute' (a nil value)
stack traceback:
it would seem that it points to patrol.lua and not being able to handle more than 1 trader.
LM13  [pembuat] 15 Sep 2024 @ 12:29pm 
@Mister Anubis

Extended Faction Packs, as long as faction packs you use have stations.
If not, generated ones will be used.

Scanning for others packs with stations to fill in gaps is probably not a good idea anyway.
Mister Anubis 14 Sep 2024 @ 5:45pm 
Is there a way to make the stations custom at all? I'm currently using a star wars faction pack and the random stations stick out like a sore thumb lol
LM13  [pembuat] 2 Sep 2024 @ 5:15am 
Yup, that's something that could be fixed/changed if I'll ever have the time to touch station founding.
::Maethendias:: 1 Sep 2024 @ 10:45am 
i really really really do not like the fact that gas collectors have double restrictions...

not only do you have to find a secor with nebular... but it apparently ALSO has to have an economy that permits building a gas collector in the first place?

thats... obnoxious
FDK 17 Agu 2024 @ 4:52am 
Ah okay thanks for clearing that up. Thought I had some conflicting mod I wasn't aware of.
LM13  [pembuat] 17 Agu 2024 @ 4:13am 
@FDK

Yeah, I've coded this - It's better to have "???" than misleading names of stations that dont exist there. Mission/Faction Map uncovered sectors should show Shipyards, Repair Docks, Scrapyards and Resource Depots.

For full information, sector has to be scouted(actual ship jump there) or visited yourself.
Sectors have economy type visible from galaxy map, so its easier to find stations you need in general, without maps or scout mission.
FDK 17 Agu 2024 @ 4:01am 
Any idea what could be causing scouted sectors to show ??? instead of factory and mine names. Doesn't seem to happen with all but its very random at which ones it does or doesn't show. Happens to most stations.
Bob0831 23 Jul 2024 @ 2:51pm 
OH, alright, I never even thought to check trade stations, thanks
LM13  [pembuat] 23 Jul 2024 @ 2:27pm 
@Bob0831

All modded upgrades that can work, will appear at Trading Stations, "Imported Upgrades" tab.
Same with modded weapons.

If those cause other errors, or dont appear there - not much I can do about that. Support for other mods has been added some time ago, as much as it could be.
Bob0831 23 Jul 2024 @ 2:21pm 
Is there any way to make this compatible with SDK's Arctech Equipment? His equipment doesnt seem to show up in Xavorion shops. Either way Im loving your mods!
Alastair 9 Jun 2024 @ 3:49am 
@LM13

No worries just thought I would let you know. Loving how the mod is turning out. Especially being compatible with more and more things.
LM13  [pembuat] 9 Jun 2024 @ 3:47am 
@Alastair

Thanks, I'll need to dig into that code. Might take some time though
Alastair 8 Jun 2024 @ 5:50am 
Also while I was searching through the code. I found that for some reason every time you call to check if the ship is being built only using credits, you call it twice. Meaning it looks like

if Shipyard.bUseMoney and Shipyard.bUseMoney == true then

When unless I am not understanding something is redundant as you are just checking the same variable twice. Shouldn't it be

if Shipyard.bUseMoney == true then

This effects shipyard.lua lines 150, 500, 516, 829, 1068 and 1084

shipyardAdvanced.lua lines 65, 416 and 432

shipyardExtended.lua lines 40, 279 and 295
Alastair 8 Jun 2024 @ 5:50am 
When looking it up I found some posts on the Advanced Shipyard mod page about how when using this and shipyard together it seems that the UI was using the square root. So if you made a ship at 200% scale in the UI it would be showing the cost and stats of a 400% ship. The person reckoned it was followed something like SQRT(X) X=scale factor

I tried searching through the mod but couldn't find anything that would be causing that but it does line up. And he said it only happened with both mods active. So I am assuming it is something that XAvorion is overriding/changing. Since XAvorion has code that is only used when Advanced Shipyards is also present.
Alastair 8 Jun 2024 @ 5:50am 
For some reason when making ships using this and advanced shipyards the displayed money to make the ship is wrong if the scale isn't set to 100%.

I wanted to make a ship and scaled it down to 65%, according to the UI I should have had enough credits. But when I went to build it it said I needed 10mil more. For reference according to the UI I only needed 2.5mil but when buying it wanted around 12mil.

When set to 100% the amount I needed and the total cost lined up.
LM13  [pembuat] 27 Mei 2024 @ 3:14pm 
@Stria

Pirating each other sounds pretty close to what I'd expect from them ;D

Not sure what you mean. Same as vanilla, pirate/xsotan sectors can appear in deep space.
Large pirate(ish) factions appear at higher difficulties, or Custom Scenario with low relation level selected.
Stria 27 Mei 2024 @ 12:32pm 
What are the pirates all doing in deep space? Just pirating each other? Endless piracy back and forth forever?
LM13  [pembuat] 29 Apr 2024 @ 10:28am 
Yup, you and your friend have different relation level with that faction.
Higher level means better price
OldHentai 29 Apr 2024 @ 8:14am 
Do dynamic economies perform well on dedicated servers? My friend and I are seeing inconsistent prices on the same station in the same sector
LM13  [pembuat] 1 Apr 2024 @ 3:25am 
@kirbcake

Stations generate profit at default tax with active buy/sell. Number of traders is same, usually larger, than vanilla.

For larger profit, you want to export your stuff, and/or supply your station cheaply.
Manual trading is one thing, but you can set up trade routes to automate this.

With dynamic economy, single sector will saturate quickly.
Maximizing profit means finding and plotting routes that will supply multiple sectors, at similiar rate to their consumption.
Or, travelling far to look for new markets. Min/maxing with regional prices is another topic.

There's no single way to play with economy, that's up to you.
But trading is extremely profitable, with initial large income, and a certain stable level afterwards.

Microing with captain orders is not intended way of playing. But yeah, it's there.
kirbcake 31 Mar 2024 @ 4:29pm 
Any advice for making stations profitable with the dynamic economy? Due to the change of prices in-sector being determined by the existing stock of the purchasing station, directly delivering products by cargo shuttle results in them becoming worthless in that sector in a manner of minutes, and active requested trader ships will buy a comically tiny amount of any good (between 2 and 30) when they arrive once in a blue moon, even in inner faction areas. The only way to make anything, it seems, is to aggressively micromanage stations by picking up their stuff and doing a sell map command.
EastWoodGrap 10 Feb 2024 @ 3:23pm 
oof, thanks for the response
LM13  [pembuat] 6 Feb 2024 @ 1:45am 
@EastWoodGrap

Main mod is required, as listed in "Required Items" above. This is an extension to galaxy generator provided by main mod, so its not possible to use just sectors unfortunately.


Optional tweaks are available to make gameplay more vanilla-like, and you can opt out of Xavorion: Mining if you prefer base game approach.

This tweak changes material progression to vanilla distance to center:

https://steamproxy.net/sharedfiles/filedetails/?id=3111351207

And this one makes resource depots work as vanilla:

https://steamproxy.net/sharedfiles/filedetails/?id=3134809180


More information, optionals, and tweaks are available on main mod page.
All sub-mods have links to Collection for easy navigation and quick-installation.
EastWoodGrap 5 Feb 2024 @ 8:07pm 
Do you need to subscribe to the main mod in order for this to work, or can this be standalone?
Trudin 26 Jan 2024 @ 6:15pm 
Bug report: In a sector with two goods trading stations. After I bought most of the energy cells at price of 63 at one of the trading stations. For the shortage of energy cells, that trading station started buying energy cells at the high price of 514. Then I sold the energy cells back to make profit. After that, the selling price of energy cells in that station return to 63.
In this way,I can repeatedly make money at this trading Station.
LM13  [pembuat] 10 Jan 2024 @ 4:11pm 
@SixtyToZero

Thanks for reporting. That's a known issue with Scout Commands and Maps,
Research Stations can be found in Military and Technology sectors, same as Fighter and Turret factories.

Here's a full explanation in Xavorion discussions:

https://steamproxy.net/workshop/filedetails/discussion/2923179923/4031350196523220369/
SixtyToZero 10 Jan 2024 @ 3:21pm 
It seems that the maps I buy at stations are inaccurate, once i go there the sectors totally different than what is described in the map. Quite an inconvenience when looking for research stations. I had to resort to the time-consuming scouting or sending captains on sector-hopping orders.
DJToone 17 Des 2023 @ 9:56am 
Ok cheers!
LM13  [pembuat] 16 Des 2023 @ 7:53am 
@DJToone

No way, since its not a restriction. Player station building is directly taken from natural resources and economies of NPC factions.
I've had plans to create larger economy overhaul, just did not have enough time to finish it.

Leaving it as vanilla was much worse, a lot has changed already. So we have a solution that's "not great, not terrible"

Btw. merchants in populated sectors do buy/sell stuff, so it should be more profitable to build factories there. (And safer)
DJToone 16 Des 2023 @ 6:05am 
Is there anyway to remove restrictions on where factories can be founded? I am in an uninhabited sector with no other business, why cant I make the factory or my choice? For what its worth I think this is a great detail for mines/extractors.
LM13  [pembuat] 14 Des 2023 @ 12:32am 
@raspberry_crocodile

Yes, that was intended. Custom seeds are used all over the place in all generators.
Shops are stable to allow getting back later and buying excatly the stuff you wanted.

Special offer was meant for random stuff.
raspberry_crocodile 13 Des 2023 @ 9:05pm 
Hi,
I am trying to use 'Rifted restock button' mod for merchants and noticed that for example in EngineUpgrades.lua file you are not using shop seed so each reroll (via button or by time) changes only special offer
Is it intended?
All your custom shops works in that way
LM13  [pembuat] 5 Agu 2023 @ 8:40am 
Yeah, some would just work, others would be completely broken in gameplay balance/technical issues.
That's the problem with mixing overhauls with other mods(overhauls like SDKs is even larger topic).

Those were created for base game, and amount of work to make them compatible is... a lot.
Would be easier to recreate everything from scratch really, but can't afford to do that.

On a side note, Xavorion changes make some of those mods not needed anymore.
Also, some may seem to work but will cause issues anyway.
It's really hard to tell without deep dive into code.

Currently, the only mod that may receive a support is Extra Missions by KinfeHeart,
but cant say how long it will take.
Paradoxon360 5 Agu 2023 @ 8:06am 
just for info im reffering to this mod
https://steamproxy.net/sharedfiles/filedetails/?id=2054946409 -- didnt spawn sadly
https://steamproxy.net/sharedfiles/filedetails/?id=2090446289 -- sdk refinery works

i think most of the SDK mod would be compatible exept the different gens but i did test it out whit the sdk refinery mod, the rebalance , static founding costs and the sdk xsotan replacement too -- but the xsotan replacement it somehow buggt due to latchers going like 30K m/s becosue theyre really small like drones have never ben destroyed one of them brb
Paradoxon360 5 Agu 2023 @ 8:06am 
sadly im gonna revert to normal sectors due that it is meesing whit my other subsystem mods they dont show up or even exist anymore :(

------------EDIT-------------
but as far as i scoutet the sectors are really different in shape and threathlevel but i cant really play whitout my companion its so convinient the refiners subsystem mod did spawn at resource depots sadly my adventure companion not it would match to the detetors subsystems maybe you add it if possible dont know mutch about modding
LM13  [pembuat] 5 Agu 2023 @ 7:49am 
@Paradoxon360

This is intended - content distribution is very different, but much easier at the same time.

Modded upgrades/turrets will not show up anywhere, every station has its own selection of stuff.
Paradoxon360 5 Agu 2023 @ 7:27am 
i testing today the sector module and gen it works pretty well spices even more up the fights and the threst level but for some wird reasoin in a range of 50x50 sectors around my starting point i didnt find any equipment depot only some scrap markets but these dont have the good stuff is this iintended to happen ?

--------------EDIT------------

nevermind i didnt look up the enclop yes they dont exist ok now i need to visit routhly almost evry station for stuff

do y know if the advanced companion subsystem that normaly only spawns at equipdocks can spawn somewhere if not im gonna need to disable the sectors again due to its function of the companion its a subsystem that combines all detetors and the lootrange as the radar range as well
LM13  [pembuat] 31 Jul 2023 @ 2:58pm 
@Wrath Rift3r

It is the case, Xanion/Ogonite have extremely low chance of appearing in low tech areas.
If you see Avorion outside barrier - it is a mod conflict, it should never happen.

Resources are unlocked when moving towards barrier, it's more mixed but tiering and progress exists, with very low chances of rarer materials.
Wrath Rift3r 31 Jul 2023 @ 1:36pm 
Hey LM13,
I just did a new world and i have all the rare Core resources at the starting zone, when you do the sector generation can you configure what materials spawn in certain areas?
LM13  [pembuat] 7 Jul 2023 @ 11:11am 
@Alastair

Fine with just a part related to error, can be a link, paste, dm - whichever is more convenient for you
Alastair 7 Jul 2023 @ 10:26am 
Sure I will grab a log. I wasn't 100% sure if it was fully this. As I was using some other mods. I will try and see if it happens in a new galaxy later.

Is it ok for me to trim down the log to only the part containing the error? Or would you prefer the full thing?

Also is there any way you would prefer me to send it? I can just post a link in the comments if you want.
LM13  [pembuat] 7 Jul 2023 @ 6:04am 
@Alastair

An update, I've tried but so far Scout mission did not fail. I guess it's specific to some kind of sector type.
Any chance of getting a log with those errors?
LM13  [pembuat] 7 Jul 2023 @ 12:53am 
@Alastair

Thanks, I'll check this - expeditions have a strange way of "interacting" with gameplay, I've missed this one it seems.