Avorion

Avorion

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Unofficial Bug Fixes
   
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22 Sep, 2021 @ 10:09pm
22 Sep, 2021 @ 10:57pm
2 Change Notes ( view )

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Unofficial Bug Fixes

Description
I created this to start consolidating all the things, big and small, I want to fix via a mod but not make a cumbersome separate download for.

The principles behind what's included:

  • Fixes should be simple and low-risk. Unofficially fixing bugs isn't useful if you unofficially make new ones.
  • Fixes should be minimally invasive and highly resilient to future changes, including gracefully handling the issue being fixed in the base game
  • Fixes should reflect a high confidence that they're addressing some unintended by Boxelware -- no new features, no changes to behavior as it seems it was designed, and nothing that seems like it wouldn't be a good thing to merge straight into the vanilla files

Current changes

UBF001: pirate station reinforcements result in hazard zones and overpowered reinforcements
Present in: 2.0.7 Fixed in: Description: pirate shipyards, like the ones created for the 'Investigate Missing Freighters' mission, automatically call in a wave of reinforcements as the shipyard is damaged. These reinforcements aren't identified as pirates by the game and, as a result, they trigger the logic that flags a sector as a hazard zone. Once another ship is destroyed after that, the special "war zone reinforcements" for faction wars appear. These ships are substantially stronger than normal ships in the same region. Fix: don't increment the war zone counter for "always at war" factions like pirates. Other approaches, like setting the station with is_pirate and propagating that to reinforcements, would also work, but this fix in the counter logic is more generalized and smaller.

UBF002: captain preview at the end of "A Lost Friend" shows different perks than what you get
Present in: 2.0.7 Fixed in: Description: at the end of the "A Lost Friend" mission, you view the "Captain's certificate" with a tooltip preview of the captain that includes perks. The perks displayed here don't match what you actually get when you accept the captain. This is because the logic that selects captain perks mistakenly doesn't use the captain's fixed random seed, meaning it's a different set each time. Fix: shim a redefinition of randomEntry in just for the duration of the pickUniquePerks call and force it use the right seed.

UBF003: Energy-to-shield converters stack multiplicatively (way too good!)
Present in: 2.0.7 Fixed in: Description: Energy-to-shield converters (not to be confused with shield boosters) use 'addMultiplier' for shield durability instead of the 'addBaseMultiplier' that, as an example, XSTN-K V uses. That means that they add their substantial multiplier to *everything*, including previous multipliers. This gets out of control really quickly and makes it possible to have ships with billions of shield durability. Fix: shim addMultiplier for the duration of energytoshieldconverter's onInstalled call and redirect use of it with ShieldDurability to use addBaseMultiplier instead.

Contributing

I'm publishing this just out of convenience, but if there's interest in making it a community project then it'd be super convenient to have fewer bug fix mods instead of more. If you have things you'd like to share that fit the principles of being small, safe, and consistent, let me know! All attributions will be made.
5 Comments
Phezzan 28 Sep, 2021 @ 7:51pm 
"shim addMultiplier for the duration" How is this safe in a multi-threaded game?
NovakhinSheppard 27 Sep, 2021 @ 8:32am 
sometimes my ai-escorts start to do the jumpload "animation" after we jumped into a sector and when i switch to that ship it uses all of its power for the hyperdrive engine - after the cooldown is done. i manually have to shut down the jumpdrive engine in the energy menu to fix it - for that sector at least :steamsad:
McNeil 25 Sep, 2021 @ 1:28am 
I find my self subscribing to more of you mods. I just had a hazard zone pirate reinforcement wave trigger while doing 'A lost friend' just outside the barrier.... Nothing like going from fighting 1.5 to 5k omicron pirates to having a small fleet of 30 to 57k omicron pirates appearing.
Nyrin  [author] 24 Sep, 2021 @ 11:32am 
that's a great thing to fix; I haven't looked at the supply command in detail, but now you have me curious. Let's see if Boxelware doesn't beat us to the punch, though :D
Robert Weedman 24 Sep, 2021 @ 3:51am 
wonderful mod! bit of a niche issue, but are there any plans to fix the issue that causes factories interacting with ships on supply missions to stop producing?

e.g: Tell a ship to take ore from an Ore Mine and bring it to a Steel Factory. After a while, the Ore Mine stops producing Ore despite having nothing in its inventory/cargo hold.