Avorion

Avorion

Starting Ship
38 Comments
Endrid 2 Apr, 2023 @ 1:39am 
Hey dude, this is awesome. i am trying to make it so the ship that spawns is a station founder also. i dont suppose you know how to work that in?
Beans  [author] 14 Sep, 2022 @ 9:40pm 
I will look into it this weekend. I have a couple theories and will be able to fix it one way or another. "Insane Repair Tokens" hasn't been updated in quite a while so I will likely just cut that bit of code out.
Greystar 7 Sep, 2022 @ 8:12am 
throws an error in relation to include ("reconstructiontoken") it's actually searches through virtually ever mod and script in the game looking for this target. Also there may be an issue at the lower section where you reference something about ModManager (referring to a specific mod) you might need to do that in a different fashion to actually find the mod you are looking for, not entirely sure on that one because I can find no reference to that particular bit of code anywhere else for looking up mods.
Beans  [author] 28 Aug, 2022 @ 7:32am 
Updated mod version info to work with newest Avorion versions. I apologize for any issues my delay in updating may have caused.
Beans  [author] 25 Sep, 2021 @ 7:15am 
Update live.

Thank you, Akerhamius, for making me aware of problems with the mod. Please let me know if anything else arises.
Beans  [author] 24 Sep, 2021 @ 6:23pm 
Looking like tomorrow will be when I release the update. It will address the lack of a captain and the overfilling of crew.
Beans  [author] 24 Sep, 2021 @ 4:06pm 
Hmmm, no longer getting a captain either, just another generic crewmember. I am working on that as well.
Beans  [author] 24 Sep, 2021 @ 3:43pm 
Okay, there seems to have been a change that I didn't notice. There used to be a min crew capacity of 8 that seems to be gone or reduced. I will work on an update and hopefully have it out tonight or tomorrow. Thank you for bringing that to my attention.
Akerhamius 24 Sep, 2021 @ 1:56pm 
Not so much of a problem, but more of a situational issue or observation maybe? I like this mod but I use it with starter ships to not break balance too much, and by starter i mean some really small ship with room for just a mechanic, an engineer and 2 miners so i end up with more people than what i need and gotta dismiss them every time i create a new ship. But like i said, i believe its just for this particular situation if you want to start on a small starter ship rather than on some larger one.
Beans  [author] 24 Sep, 2021 @ 9:21am 
@Akerhamius I apologize for not responding sooner, been busy with work and I had to catch up on some sleep yesterday.

I haven't spent much time on 2.0.* so I am not familiar with the new crew mechanics. Is it the 4 additional generic crewmembers that are causing problems?
Akerhamius 23 Sep, 2021 @ 9:42am 
Is there a way to reduce the amount of crew the ship starts with? I just want to begin on my first starter ship so as to not break balance, just to not fly on a drone for like 30 minutes to get it but it has the minimal amount of crew required for the job so with the mod i always start with them wanting to riot and gotta dismiss some of them, sure it is a one time thing but still, it kind of bothers.
SixtyToZero 5 Sep, 2021 @ 3:07am 
Great it works, tho it kinda breaks immersion when you set an avorion ship as your starting ship. +) Oh well, my old rust bucket will have to do.
[218.]TheWhiteFox 28 Aug, 2021 @ 4:14am 
ok it seems to be fixed and there seems to be no other problem
Thanks for the Fix.:cta_emo10:
[218.]TheWhiteFox 27 Aug, 2021 @ 9:45am 
ok, i will look into it when i restart the game, currently mining a bit :D
Beans  [author] 27 Aug, 2021 @ 8:01am 
Quickfix for 2.0.* released in 3... 2...1...

Please let me know if this causes any additional problems.
[218.]TheWhiteFox 27 Aug, 2021 @ 8:01am 
ok, take your time :D
Beans  [author] 27 Aug, 2021 @ 7:39am 
@[218.]TheWhiteFox In my testing a new ship was generated on every load in regardless of changing the previous ship's name or not.

Quickfix is looking good so far, I'm changing the conditional from a memory value check to a player playtime check.
[218.]TheWhiteFox 27 Aug, 2021 @ 7:37am 
Ok, after a quick test i can confirm that i still got a new ship, but it isn't called "Ship", its called "Craft". Probably because there cant be multiple ships with the same name.

If i should test something, just tell me, i'm here to help :cta_emo7:
[218.]TheWhiteFox 27 Aug, 2021 @ 7:33am 
i test it if i don't rename it, if i get another one
Beans  [author] 27 Aug, 2021 @ 7:00am 
Definitely a bug with Starting Ship on 2.0.*. Seems like something has been changed in regards to memory, I will need to do more research on the topic. I'm testing a quickfix now, it works for 2.0.* but I need to test with other versions to make sure I don't break any saves or make the mod unusable. If everything goes well then the quickfix will be released later today.

Thank you for reporting that bug. I didn't do enough testing for 2.0.* and it shows.
Beans  [author] 27 Aug, 2021 @ 6:18am 
@[218.]TheWhiteFox Cool, I'll dig into it.
[218.]TheWhiteFox 27 Aug, 2021 @ 6:04am 
I'm currently playing the Beta
Beans  [author] 27 Aug, 2021 @ 5:24am 
@[218.]TheWhiteFox Sounds like a bug, the mod shouldn't need to be removed (although doing so won't hurt anything). Starting Ship's main block of code should execute only once during player initialization as it checks for a missing player memory value which is then set after the ship is spawned to stop the code from executing again. Which version of Avorion are you playing? I'll match your version then begin investigating.
[218.]TheWhiteFox 27 Aug, 2021 @ 4:52am 
@Beans, do i need to remove the mod after i created the game? Because i started a new game yesterday with a starting ship and renamed it, but today as i loaded the game ,i got another ship. Now i have my first ship (renamed) and a second starting ship. Is it a bug or not?
Beans  [author] 24 Jun, 2021 @ 3:54pm 
Update live, an in-game method of choosing a custom ship design is now available. Description redone, hopefully with much clearer instructions.
Beans  [author] 24 Jun, 2021 @ 1:31pm 
@Toj Karin - Its all good, if nothing else I did learn something going through CSS's code. Starting Ship should be getting an update soon that removes the need for out-of-game file handing thanks to that.
Toj Karin 24 Jun, 2021 @ 1:23pm 
@Beans: Ah.. Those mechanics and engineers might have been just that "necessary crew" you mentioned. I now understand that part of the description.. English is not my first language.

To be honest, the mod was just some leftovers I failed to remove from before when I last time played this years ago and just enabled it along with the ones I just subbed. Seems that it indeed is abandoned and thus I think there's no need for you to look for compatibility issues at least until it's updated.

Thanks for any help even though it all boiled down to my own misunderstandings. Nice to have good people around here.
Beans  [author] 24 Jun, 2021 @ 12:27pm 
@Toj Karin - I don't know if it really is an incompatibility or just CSS as it was last updated in 2019 and I cannot for the life of me get it to work at the moment. Was CSS working for you before you used Starting Ship?
Beans  [author] 24 Jun, 2021 @ 11:28am 
@Toj Karin - An incompatibility? I will definitely look into it. Not sure if it is something I can resolve but it won't hurt to try.

Your starting ship should start with all necessary crew plus a captain and 4 unemployed to cover a couple turrets. If you are receiving unnecessary crew outside of the captain and the 4 unemployed, then that would be a bug I need to investigate.

I'm glad that this is working for you now, and thank you for finding out and telling me about that other mod.
Toj Karin 24 Jun, 2021 @ 6:41am 
@Beans: After meticulously going through the each and every mod I had, I found out that your unlikely guess was the culprit. CSS - CustomShipSets seems to break your mod so that it only gives four or most of the times eight(!) crew members. Disabling that makes your mod behave correctly.

One more question: I get random assortment of other crew members too, already assigned to their posts. Always at least one mechanic, sometimes an engineer and some other I can't remember. Is that normal behaviour? It's a nice bonus but you don't mention it in the description.
Beans  [author] 23 Jun, 2021 @ 3:38pm 
@Toj Karin - I tested the mod and it is working fine for me. I'm going to assume the problem is with loading a custom ship. If I had to guess as to the cause of the problem, it would be mod conflict (seems unlikely) or that my instructions are not clear about loading a custom ship plan (seems very likely). I updated the workshop description to include an address where you may be able to find the plans folder inside of this mod. If I am wrong about the problem or this does not help, let me know.

I will try to write a better description, with clearer instructions, in the near future.
Beans  [author] 23 Jun, 2021 @ 2:41pm 
@Toj Karin - I'm assuming you subscribed, activated the mod, then started a game. Did you not get a randomized ship or is it that you are trying to use a custom ship and cannot get it to work? I would love to help but I need a little more information.
Toj Karin 23 Jun, 2021 @ 2:34pm 
Is this broken or is there something fundamental I should but don't know about its usage?
Valck 22 Jun, 2021 @ 1:51pm 
That's an excellent point, I didn't think of that possibility at all.
Thanks a lot, I'll see if I can give it a try.
Beans  [author] 22 Jun, 2021 @ 12:48am 
Shipbuilders, it should be possible for you to release your early game ships in a way that is compatible with this mod. Create a mod that is your ship saved as startingShip.xml in data/plans. Nothing more than that should be required other than modinfo.lua and thumb.png. I tested it a little and it seems to work fine.

Instead of copy pasting files, players could just subscribe to a few nice designs and pick from game settings which mod/ship to use alongside Starting Ship.
Beans  [author] 20 Jun, 2021 @ 7:33pm 
@Valck - I think I have that working. I'll do a little more testing then update if everything looks good.
Valck 20 Jun, 2021 @ 6:13pm 
Any chance you could add .../.avorion/galaxies/THISGALAXY/moddata/plans/... as a search path; if there isn't a startingShip.xml there, go look in .../workshop/content/.../plans/, and finally if there's nothing there either, generate a random ship?
That way different galaxies could have different starting ships, without having to touch the mod's install directory itself?
Beans  [author] 20 Jun, 2021 @ 1:17pm 
Folder for adding a custom starting ship should be something like "C:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2522540196\data\plans"