Avorion Forum

General => Mods => Topic started by: w00zla on April 29, 2017, 12:52:26 AM

Title: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: w00zla on April 29, 2017, 12:52:26 AM
Good news everyone ;D

I created a mod that should make having multiple ships in the game just more fun!

DESCRIPTION:

This mod tries to make the management of a ship fleet in Avorion easier and to provide additional features like custom ship orders. 
In the first place, the mod provides an UI window which you can use to:

SCREENSHOTS:
Spoiler: show
Fleet Orders:
(http://gdurl.com/EMfY)

Fleet Groups:
(http://gdurl.com/hZod)

Configuration:
(http://gdurl.com/uIjP)(http://gdurl.com/fxh1)

HUD Example:
(http://gdurl.com/IUcO)


FLEETCONTROL v0.5.1:

Commands:

/fleetcontrol
Enables/disables the Fleet Control UI (menu item & window).

Usage:
/fleetcontrol
/fleetcontrol enable
/fleetcontrol disable


/fleetcontrolconfig
Command to change advanced server-configurations used by Fleet Control UI.

Usage:
/fleetcontrolconfig updatedelay <NUMBER>
/fleetcontrolconfig enablehud <BOOLEAN>
/fleetcontrolconfig clear <TARGET>


Parameters:
<NUMBER> = any positive number or 0
<BOOLEAN> = true or false
<TARGET> = player or server


INSTALLATION:
Download ZIP for latest release from GitHub (https://github.com/w00zla/avorion-fleetcontrol/releases/latest) and extract it to <Avorion>\data\ directory.
No vanilla script files will be overwritten, so there should be no problem with other mods!

Server/Client:
The scripts are server- and client-side.
All files have to be available on the client for multiplayer games!


HOW TO:
Spoiler: show

First use in a galaxy:
(following instructions have to be done once per galaxy and player)

To enable the Fleet Control UI for yourself, you must enter following command into chat: 
/fleetcontrol

This will create a new menu icon which you can use to show the UI window: 
(http://gdurl.com/YPDI)

If you want to hide/disable the UI (or remove and uninstall the script), then use: 
/fleetcontrol disable


Advanced server configuration
These configs will help server admins and curious users to tweak performance values and en-/disable features of the UI.

updatedelay:
- defines the delay (in milliseconds) for the update of ship-states etc. in UIs and HUDs of players
- possible values: 0 - 99999999
- default: 750

enablehud:
- can be used to disable the display the Fleet Control HUD globally for a server
- possible values: true or false
- default: true



Integration of custom orders/other order mods:
The mod does not bring its own version of the default ship orders, instead it calls functions in the vanilla "craftorders.lua" script.   
If you or one of the mods you are using modified this script, this version will also be used by Fleet Control! In most cases there should be no issues with a modified "craftorders.lua", but be aware of potential problems here (please PM me in this case)!

Easy integration of additional custom commands added by other mods or yourself is planned for the near future!

Known Issues/Limitations:

Planned Features/TODOs:


Changelog:

0.5.1

0.5

0.4


Feedback on bugs on suggestions for new features are of course welcome!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: w00zla on April 29, 2017, 01:02:49 AM
-reserved-
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Fox on April 29, 2017, 03:57:04 AM
Do i get this right, i can assign multiple of my ships to groups, and then give those groups the known "Vanilla-AI" Orders, like Patrol or Escort, instead of clicking through each individual one?  :o

Woow, definetly gonna watch this! Any chance you know the CODEA Software from the X Series? The Fleet Management itself opened a whole new Level of interacting with the enviroment, automated collecting Stuff, assign Scouts for Recon and Patrols protecting the Fleet, define Fire-Orders for bigger Frigates and Destroyers...
Point is, the Game suddenly felt totally different from the "1 Ship with Fighterescort"-Philosophy you'd more or less automatically prefered before for simplicity... i'd expect the same happening here, ppl would go on their playthroughs very different from what they do now with a nice fleet management!!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: w00zla on April 29, 2017, 09:13:38 AM
Do i get this right, i can assign multiple of my ships to groups, and then give those groups the known "Vanilla-AI" Orders, like Patrol or Escort, instead of clicking through each individual one?  :o

Woow, definetly gonna watch this! Any chance you know the CODEA Software from the X Series? The Fleet Management itself opened a whole new Level of interacting with the enviroment, automated collecting Stuff, assign Scouts for Recon and Patrols protecting the Fleet, define Fire-Orders for bigger Frigates and Destroyers...
Point is, the Game suddenly felt totally different from the "1 Ship with Fighterescort"-Philosophy you'd more or less automatically prefered before for simplicity... i'd expect the same happening here, ppl would go on their playthroughs very different from what they do now with a nice fleet management!!

yes, and you seem to imagine quite the same possible results as me with this ;) Next stage gonna be the addition of new dedicated orders like "only collect all dropped loot" and the like, so this gets more CODEA like (despite i dont know it since i've not played X for myself ;) )
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Sarok on June 08, 2017, 02:06:20 PM
THX !!!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Tampa_Gamer on June 08, 2017, 02:33:00 PM
Thank you for this mod, I am sure the mechanics will eventually be incorporated into the game, but the in meantime please keep up the great work!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: ZappBrannigan on June 17, 2017, 01:43:04 PM
I cannot activate the mod since the last update. Do you need something for debugging or do you know about the issue? Thanks for the great work by the way.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: XTails on June 18, 2017, 12:08:25 AM
Same here: excellent work (i hope ;) ), but with the 0.12 beta enabling the icon results in the message that "Fleetcontrol was enabled" but the icon doesn't show.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: mccorkle on July 26, 2017, 12:38:45 AM
I tracked the issue down and submitted an issue in github: https://github.com/w00zla/avorion-fleetcontrol/issues/2

Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: w00zla on July 26, 2017, 11:47:54 AM
I tracked the issue down and submitted an issue in github: https://github.com/w00zla/avorion-fleetcontrol/issues/2

Thank you very much for this excellent report :D
I am quite busy at the moment due to a new job, but I will try to fix the problem on the weekend, seems not to be a big issue to resolve  ;)
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: mccorkle on July 31, 2017, 07:50:39 AM
Thank you very much for this excellent report :D
I am quite busy at the moment due to a new job, but I will try to fix the problem on the weekend, seems not to be a big issue to resolve  ;)

Yeah, no worries!  Its the least I can do to get FleetControl back working.  Let me know when you are ready for more testing.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: plablo on August 05, 2017, 01:16:53 AM
- order "Collect Loot"

yeh boi

gonna be good this day
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Vellius on August 05, 2017, 11:03:21 PM
Getting this when running /fleetcontrol

Code: [Select]
could not execute function 'validateClientVersion' in '"data/scripts/player/flee
tcontrol/manager.lua"':
invalid type 'boolean' at stack position 1, expected 'Uuid'
stack traceback:
        [C]:-1: in function __lt
        data/scripts/player/fleetcontrol/manager.lua:142: in function addShipUIS
cript
        data/scripts/player/fleetcontrol/manager.lua:89: in function initShipUIH
andling
        data/scripts/player/fleetcontrol/manager.lua:68: in function ?
Setting state to invalid.

Line 142...
Code: [Select]
if shipidx and shipidx > 0 and lastCraft ~= shipidx then
Not a pro in Lua but "shipidx > 0" would try to do a integer operation against a UUID which can look like 6545646541-654165-651-6351

Removed that check in addShipUIScript and removeShipUIScript and everything is working fine now.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Vellius on August 06, 2017, 12:44:55 AM
Well.. fixed the mod and just found out that it does not recognize alliance ships... 
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Daemon on August 06, 2017, 01:12:01 PM
Does the icon show for you?
I do not get the error but there is no icon popping up when I enable this.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: PsyberTech on August 12, 2017, 08:07:33 PM
Hello,

Just found this today and it is exactly what I need for my 7 ships.   I followed the instructions on both the dedicated server and on my client.  Both were shut down and restarted after the new files were added.

When the /fleetcontrol command is ran, all I get is:
2017-08-12 13-49-25| Unknown command: fleetcontrol

I can see other commands in the same folder that I can run, but this fails. 
Any thought would be wonderful.  Many thanks!

-Bill Sr.



Is this a dead mod?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Fox on August 23, 2017, 12:05:01 PM
...
Is this a dead mod?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on August 23, 2017, 05:06:32 PM
Edit: Wrong answer.... please forget it  ;D
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on September 08, 2017, 06:29:12 PM
Because w00zla is too busy to fix it, I just tried. With a very small change everything works fine, but I stuck at giving commands to the ships. I could use some modders help to get it working.
The mod invokes vanilla functions from file craftorders.lua (f.e. onEscortMeButtonPressed) for executing commands, this works fine at least. Then the checkCaptain function in craftorders.lua prevents executing the command beacause this is returning a nil value:

Code: [Select]
checkEntityInteractionPermissions(Entity(), AlliancePrivilege.ManageShips)

I just do not understand why... maybe anybody can help out or fix it? My current progress is attached to the answer.


Ok finally I got it. Getting still a few other errors wich could need some fixing.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Meesmaalt on September 11, 2017, 01:53:57 PM
Because w00zla is too busy to fix it, I just tried. With a very small change everything works fine, but I stuck at giving commands to the ships. I could use some modders help to get it working.
The mod invokes vanilla functions from file craftorders.lua (f.e. onEscortMeButtonPressed) for executing commands, this works fine at least. Then the checkCaptain function in craftorders.lua prevents executing the command beacause this is returning a nil value:

Code: [Select]
checkEntityInteractionPermissions(Entity(), AlliancePrivilege.ManageShips)

I just do not understand why... maybe anybody can help out or fix it? My current progress is attached to the answer.


Ok finally I got it. Getting still a few other errors wich could need some fixing.


Hope you'll get it fixed for new upcoming patch ;)
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Dirtyredz on September 11, 2017, 03:06:27 PM
theres actually little point to fixing this mod currently, The new patch brings new scripting api, and new fighter interactions.  The best thing to do is wait for the patch and then recode, or make a new mod. Im leaning towards a new mod since from my understand the fighter interactions will change drastacilly, that a good majority of the code might not be necassary at all.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on September 11, 2017, 04:01:11 PM
theres actually little point to fixing this mod currently, The new patch brings new scripting api, and new fighter interactions.  The best thing to do is wait for the patch and then recode, or make a new mod. Im leaning towards a new mod since from my understand the fighter interactions will change drastacilly, that a good majority of the code might not be necassary at all.

It does not mod fighters, it gives you an UI to control your own ships.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Dirtyredz on September 11, 2017, 04:13:58 PM
It does not mod fighters, it gives you an UI to control your own ships.

Yeah i know that  ;) 

https://twitter.com/koonschi/status/906980522731208705

Koon says that the fighters will now interact differently, which means any exsisting code has the potential to not work and deffinetly wont take full advantage of the new api, and fighters new interactions.

if you want to modify the exsisiting code prior to the patch, feel free. Im not stopping anyone, simply suggesting its better to wait.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on September 11, 2017, 06:07:48 PM
if you want to modify the exsisiting code prior to the patch, feel free. Im not stopping anyone, simply suggesting its better to wait.

This could be the right way... however, this last little bug is annoying me  ;D ...and has to be fixed even after the patch. Thanks for the info.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on September 13, 2017, 08:13:28 PM
At least I could not find any issue in the code... although the GUI crashes sometimes on our server. So this fix is highly experimental. If you find any issue please let me know.
It also overwrites craftorders.lua.

Attached file is working for Avorion 0.13 and 0.14. Experimental - use with care!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Nokta on September 25, 2017, 05:02:55 PM
This is great. Thank you.

So if I get it right, is not possible at this time to give orders to ships in sectors you are not in?

Or to order them to change sectors to keep doing what they are doing? This is the most annoying thing about fleet management atm for me :D

Once you have some ships spread over some systems it's a pain to micromanage all of them by having to jump in their sectors all the time.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on September 25, 2017, 05:56:18 PM
This is great. Thank you.

So if I get it right, is not possible at this time to give orders to ships in sectors you are not in?

Or to order them to change sectors to keep doing what they are doing? This is the most annoying thing about fleet management atm for me :D

Once you have some ships spread over some systems it's a pain to micromanage all of them by having to jump in their sectors all the time.

I tried to implement this, but failed at loading the entities (ships) that are not in the current sector. So it is currently not possible.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Nokta on September 26, 2017, 01:29:38 AM
I tried to implement this, but failed at loading the entities (ships) that are not in the current sector. So it is currently not possible.

Cheers. I hope this will be a feature in-game eventually. This game really need a fleet manager.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lonewolf79 on September 26, 2017, 11:03:56 AM
I tried to implement this, but failed at loading the entities (ships) that are not in the current sector. So it is currently not possible.

Cheers. I hope this will be a feature in-game eventually. This game really need a fleet manager.

I think it is on the planned features thankfully :)
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: GoonSquad on January 13, 2018, 03:32:14 AM
OMG I just found this mod.. Tell me it works... I'm sick and tired trying to manage my mining fleet of 20 ships by having to give each one a order separately... Why isn't this in the game already.. Its been a year already.....  I'm downloading this any way...
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 13, 2018, 04:36:01 AM
Yup, this works a charm. I'm currently ordering my three Salvagers squadrons to go collect some scrap with one click of the button: "Start Salvaging". Done? Click "Dock All Fighters". It's intense how much nicer this mod made controlling fighters, and I was already pretty satisfied with the vanilla micro-managing.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 28, 2018, 10:34:43 PM
FleetControl doesn't appear to function with Alliance ships. Is this intentional?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lestat9 on January 29, 2018, 09:22:36 PM
im using the latest avorion version as of 1/29/18 and i copy the files to the directory , load the game, started a new galaxy, and when i type /fleetcontrol the icon doesnt appear also tried /fleetcontrol enable
Any ideas?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Ravien on January 30, 2018, 12:22:03 PM
im using the latest avorion version as of 1/29/18 and i copy the files to the directory , load the game, started a new galaxy, and when i type /fleetcontrol the icon doesnt appear also tried /fleetcontrol enable
Any ideas?

I am having the same problem but I'm on the beta branch so that might be why.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 30, 2018, 03:14:59 PM
I've run the latest version - 0.4 - basically since I've played Avorion, and never had an issue with it. I'm currently also running the latest Beta, and it works fine for me, also in new games.

Can you guys tell me your mod setup? How did you try and install this mod?

Note: although the first post says it won't overwrite any vanilla files, this is in fact not true. I think it's craftorders.lua that's included with the files, which would get overwritten by simply installing this mod.

I recommend you do your due diligence and use DiffChecker (http://diffchecker.com/) to compare differences between vanilla files and this mod's files, and change your own installation accordingly.

I know that's a grueling and slow process (believe me, I spent 1 hour and 40 minutes the other day installing all my mods again after updating to Beta), but that's the way it is right now, and it definitely is the most secure way to install mods without conflicts or overwriting new functionality with older versions of those same files, as long as you remain focused and careful about what you're editing where. I'm aiming to streamline this process, but that program will be a while off still.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Ravien on January 30, 2018, 08:12:30 PM
Ah I noticed when I installed it, no files were overwritten at all. The in game command /fleetcontrol is recognized and it says it's enabled when I type it but nothing else happens.

I'll have to figure it out later though.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lestat9 on January 31, 2018, 06:49:18 AM
I am not using the beta.
Same as above.I type /fleetcontrol enable and it says enabled but no icon appears.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lestat9 on January 31, 2018, 10:11:00 PM
I tried using the beta version.. same thing.. Ill uninstall and try again... if it wasn't such a great feature
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lestat9 on January 31, 2018, 10:42:08 PM
i reinstalled and tried beta and regular version...it says it initializes but no icon appears
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lestat9 on February 01, 2018, 01:46:00 AM
so when it works it says enabled then an icon appears in the upper right hand of the screen then you can click on that for fleet functions... how can it not work on this system and then work on yours...maybe dependences...what does this game need java or c++ library's are different.. doesn't make sense
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: falsetruth1988 on February 01, 2018, 02:20:12 AM
same /fleetcontrol enables but no icon
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Lestat9 on February 01, 2018, 03:06:04 AM
here is the fix.

"Functions addShipUIScript and removeShipUIScript in data/scripts/player/fleetcontrol/manager.lua does a math check against shipidx which is a UUID (ex: 43214321231-312312-312321)

Removing the shipidx > 0 fix the issue." from Functions addShipUIScript and removeShipUIScript

Just download lua editor and find the file manager.lua in the player directory

works now
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Shrooblord on February 02, 2018, 01:01:45 PM
Hm, still intriguing given that I didn't need to do that to get it to work on my end. I really am curious what is causing this discrepancy.

Also, Lestat9, thank you for your effort and solving the issue - but could you please use the EDIT button instead of posting 4 times in a row? Thank you - just makes for a cleaner read on the forum. ;)
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: RoMonGerr on February 06, 2018, 04:06:30 PM
here is the fix.

"Functions addShipUIScript and removeShipUIScript in data/scripts/player/fleetcontrol/manager.lua does a math check against shipidx which is a UUID (ex: 43214321231-312312-312321)

Removing the shipidx > 0 fix the issue." from Functions addShipUIScript and removeShipUIScript

Just download lua editor and find the file manager.lua in the player directory

works now

Ok I understand to go to file "data/scripts/player/fleetcontrol/manager.lua" and Edit
The part I do not understand is a bit unclear as what to do.
So, to Clear things up for other programing Noobs like me.
(who have to use Trial & Error) To save you some trouble.
Delete lines in "RED"

      {Section of File:}
(function onSectorEntered(playerIndex, x, y)

    Sector():registerCallback("onDestroyed", "onDestroyed")
    updateSectorPlayerShips()

end

function addShipUIScript(shipidx)

    -- add script to ship entity
  if shipidx and shipidx > 0 and lastCraft ~= shipidx then
        local entity = Entity(shipidx)
        if entity and valid(entity) then
            ensureEntityScript(entity, fc_script_controlui)
            lastCraft = entity.index
            -- push server config values to client UI script
            pushShipUIServerConfig(entity)
        end
    end

end

function pushShipUIServerConfig(entity)

    local sconfig = getConfig("server", getServerConfigDefaults())
    local svalues = {
        updatedelay = sconfig.updatedelay,
        debugoutput = sconfig.debugoutput, 
        enablehud = sconfig.enablehud
    }
    entity:invokeFunction(fc_script_controlui, "syncServerValues", svalues)

end

function removeShipUIScript(shipidx)

    -- remove scripts(s) from player ship
    if shipidx and shipidx > 0 then
        local entity = Entity(shipidx)
        if entity and valid(entity) then
            removeEntityScript(entity, fc_script_controlui)
            if shipidx == lastCraft then
                lastCraft = nil
            end
        end
    end
   
end
     
function removeAllScripts()

{File continues...}

Fixed it for me YAY!
Does Kibby Dance  <("<) -(")- _(")_ ~(")~ (>")> /(")\ \(")/
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Shrooblord on February 06, 2018, 09:22:06 PM
Cool. Thanks for your effort, RoMonGerr. If ever you want to compare two files again, before and after changes, a very easy-to-use and even easier-to-read tool is DiffChecker (https://www.diffchecker.com/). Just copy both files into its two windows (the before on the left and the after on the right is conventional) and set its expiry date to never / make it permanent, and people all over the Internet who flock to this post will be able to enjoy the fruits of your labour, even after many updates of code changes. ;)

And the effort is much less on your side, too. It's literally like two copy-pastes and a couple of clicks.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: thegreatbear on February 22, 2018, 12:17:42 PM
this mod is going to be really really needed in the new update you will be able to jump system to system to your ships its going to be a nightmare if you have to command them one at a time
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: gorodoff on February 24, 2018, 08:49:22 PM
Are you guys able to manage alliance ships?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Netu on February 28, 2018, 04:51:16 AM
Are you guys able to manage alliance ships?

Nope!

Also, I am unable to do anything with this on a server.  I followed the instructions for editing this to make it work, as well, and I am afraid it just seems busted.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: MRT on March 18, 2018, 10:19:55 AM
*deleted because my contributions are offensive to developer*
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Ribosome on April 15, 2018, 05:17:02 AM
Hey,

Thank you for this mod. It is full hope for me (if I manage to get it work  properly :p) :

I installed the mod and I can now see the UI.
Only issue :
I am on a sector, with 2 of my crafts, and when I open the UI, it is empty. I do not see the crafts (they have a captain) and so I can not assign them to a group.

Does anyone have the same issue ?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Exspes on April 15, 2018, 01:04:38 PM
I have the same issue as Ribosome. The modified version worked for me until the last update.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Luzivras on May 31, 2018, 10:09:59 PM
getting a error when i try to install the mod fleetcontrol at a server from gamed, which apprently has no %appdata%
 folder. would be glad if someone had a anwser ^^


Error while adding file "data/scripts/commands/fleetcontrol.luax ":

data/scripts/lib/fleetcontrol/common.lua:13: module 'utility' not found:
no field package.preload['utility']
no file '/usr/local/share/lua/5.2/utility.lua'
no file '/usr/local/share/lua/5.2/utility/init.lua'
no file '/usr/local/lib/lua/5.2/utility.lua'
no file '/usr/local/lib/lua/5.2/utility/init.lua'
no file './utility.lua'
no file 'data/scripts/lib/utility.lua'
no file 'data/scripts/lib/utility.lua'
no file '/usr/local/lib/lua/5.2/utility.so'
no file '/usr/local/lib/lua/5.2/loadall.so'
no file './utility.so'
Error while adding file "data/scripts/commands/fleetcontrol.lua":

data/scripts/lib/fleetcontrol/common.lua:13: module 'utility' not found:
no field package.preload['utility']
no file '/usr/local/share/lua/5.2/utility.lua'
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: RoMonGerr on May 31, 2018, 11:22:14 PM
Well bad news, good news, bad news. The lastest version of game has broken the mod & any patches to date. I did contact mod maker, who did reply. He did say he would try to look it over to see if he could find a fix. Sadly that was late April 2018. If only I “lived” in the code (if I only understood it all), but at last, after looking at it for more than a few minutes it all blurs into one big blob of gibberish!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Raboy13 on June 28, 2018, 10:14:51 AM
Can you please add support for beta 0.17? ;D
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Devious on June 29, 2018, 07:36:12 PM
I wish I had the knowledge to update it, hopefully someone who can do so picks it up :)
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on June 30, 2018, 08:08:35 AM
I wish I had the knowledge to update it, hopefully someone who can do so picks it up :)

Got this mod in my modpack, it works fine. Did some changes at all, so I don't remember what exactly is incompatible in the original version by w00zla. I may package it as a standalone mod by time and publish here in this topic.

Although I did not plan to do long term support for this mod, so if someone wanna have the fixed code to provide support for future Avorion versions please send me a message.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: RoMonGerr on July 05, 2018, 04:40:03 PM
I wish I had the knowledge to update it, hopefully someone who can do so picks it up :)

Got this mod in my modpack, it works fine. Did some changes at all, so I don't remember what exactly is incompatible in the original version by w00zla. I may package it as a standalone mod by time and publish here in this topic.

Although I did not plan to do long term support for this mod, so if someone wanna have the fixed code to provide support for future Avorion versions please send me a message.

Hey! That is great you got it working. I saw your (this) post at/about the same day a new patch dropped. Guess my questions to you are ? 1st does it still work after Combat update 2(turrets) ??? Even if you don't plan on doing long term support it would still be awesome if you would post your version of the mod, so that others may enjoy the fruits of your labor?  I Thank you for taking the time to get it working. Sadly for me looking at code is like looking at a hypno Wheel  ???
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on July 05, 2018, 05:31:46 PM
Hey! That is great you got it working. I saw your (this) post at/about the same day a new patch dropped. Guess my questions to you are ? 1st does it still work after Combat update 2(turrets) ??? Even if you don't plan on doing long term support it would still be awesome if you would post your version of the mod, so that others may enjoy the fruits of your labor?  I Thank you for taking the time to get it working. Sadly for me looking at code is like looking at a hypno Wheel  ???

Yes I will upload it. The only reason I didnt do yet is, that I can't just upload it. I have to extract it from my modpack, remove my modpacks custom modifications from modfiles and then package a new mod wich works for vanilla game. Because I did lot of changes in my modpack and the mod itself this will take some time to get everything working. Also I have to update my other mods before. I hope you can have some fun with new turret editor while waiting for this  ;)

Did not test in 0.18 yet, but I expect it to work.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: DracoNB on July 05, 2018, 08:16:46 PM
Hey! That is great you got it working. I saw your (this) post at/about the same day a new patch dropped. Guess my questions to you are ? 1st does it still work after Combat update 2(turrets) ??? Even if you don't plan on doing long term support it would still be awesome if you would post your version of the mod, so that others may enjoy the fruits of your labor?  I Thank you for taking the time to get it working. Sadly for me looking at code is like looking at a hypno Wheel  ???

Yes I will upload it. The only reason I didnt do yet is, that I can't just upload it. I have to extract it from my modpack, remove my modpacks custom modifications from modfiles and then package a new mod wich works for vanilla game. Because I did lot of changes in my modpack and the mod itself this will take some time to get everything working. Also I have to update my other mods before. I hope you can have some fun with new turret editor while waiting for this  ;)

Did not test in 0.18 yet, but I expect it to work.

Is your mod pack available somewhere?
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: Hammelpilaw on July 05, 2018, 09:03:39 PM
Is your mod pack available somewhere?

No, only available for my server, wich currently do not exist. I hope I can launch it soon, will publish it in Multiplayer section.
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: RoMonGerr on July 07, 2018, 02:56:16 PM
good news,

I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days  ;D
Word ..."Message" From Modder w00zla
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: swiftmiester on July 09, 2018, 09:33:15 PM
An update would make my week. Thankyou
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: RoMonGerr on July 12, 2018, 04:48:35 PM


YES, Sorry My Bad .. i D/L-ed the V.04 .. so eager beaver sorry again  !!!!!
Title: Re: [MOD](v0.4) FleetControl - easy management of ship groups and more
Post by: w00zla on July 12, 2018, 07:51:47 PM
good news,

I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days  ;D
Word ..."Message" From Modder w00zla

From Web Page : https://github.com/w00zla/avorion-fleetcontrol/compare/v0.4...master
" Commits on Jul 06, 2018
 @w00zla
w00zla
fixed basic errors and infrastructure code
b458bbe
Commits on Jul 11, 2018
 @w00zla
w00zla
fixed everything & finished sound integration
ee8e064
Showing  with 895 additions and 493 deletions. "
-End of Line-
 Oh Happy Day  :) ;) :D ;D :-* 8) From Link looks like a "Fixed" version is up for D/L
About to go try it out now !
And Again I can not Thank w00zla enough  8)

Update:  Did Not Work  :( :-[
I D/L fresh file. 
Replaced old files .
Loaded "Saved" [sp] game.
open Chat, Typed command "/fleetcontrol"
then /fleetcontrol disable , then /fleetcontrol  jumped , jump back nothing  ...


please don't download anything from the github-repo until I post the new release, it's not completely ready yet!!
Title: Re: [MOD](v0.5) FleetControl - easy management of ship groups and more
Post by: w00zla on July 12, 2018, 09:03:59 PM
Hello everybody,

I finally managed to get a new release done  :)

FleetControl v0.5 - the "better late than never" update

Changelog:

DOWNLOAD v0.5 (https://github.com/w00zla/avorion-fleetcontrol/releases/download/v0.5/fleetcontrol_v05.zip)

Also a little guide on how to create own custom order sounds will follow  8)
Title: Re: [MOD](v0.5) FleetControl - easy management of ship groups and more
Post by: Shrooblord on July 13, 2018, 11:33:35 AM
Awesome! This was one of my favourite mods. Great to have it back in the pack! ;D

----

EDIT: Bug report -- tried to enable fleet control HUD server-wide using /fleetcontrolconfig enablehud true. This resulted in the following error:

Code: [Select]
2018-07-13 11-48-03| Execution Context (inner to outer):
2018-07-13 11-48-03| #0: FleetControlConfigCommand.execute data/scripts/commands\fleetcontrolconfig.lua
2018-07-13 11-48-03|
2018-07-13 11-48-03| could not execute function 'FleetControlConfigCommand.execute' in '"data/scripts/commands\fleetcontrolconfig.lua"':
2018-07-13 11-48-03|
2018-07-13 11-48-03| data/scripts/commands\fleetcontrolconfig.lua:28: attempt to call global 'getModInfo' (a nil value)
2018-07-13 11-48-03| stack traceback:
2018-07-13 11-48-03|     data/scripts/commands\fleetcontrolconfig.lua:28: in function <data/scripts/commands\fleetcontrolconfig.lua:25>
2018-07-13 11-48-03|

----

Bug report #2:

I could not get this to work at all. After configuring some HUD options and putting my ships in the Groups, I left Sector then returned, because I saw no UI anywhere. Hoped that would give me a UI. However, still no UI and instead the changes I made were all lost. All my ships disappeared from the units list, too.

Here's another error log:

Code: [Select]
2018-07-13 11-50-26| SCRIPT FleetControl [v0.5] p#1 => UI was enabled  -> manager script attached to player
2018-07-13 11-50-28| Execution Context (inner to outer):
2018-07-13 11-50-28| #0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua
2018-07-13 11-50-28|
2018-07-13 11-50-28| could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
2018-07-13 11-50-28| invalid argument 'nil' at stack position 1, expected 'Player'
2018-07-13 11-50-28| stack traceback:
2018-07-13 11-50-28|     [C]:-1: in function invokeClientFunction
2018-07-13 11-50-28|     data/scripts/entity/fleetcontrol/controlui.lua:230: in function ?

....

2018-07-13 11-50-29| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
2018-07-13 11-50-29| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
2018-07-13 11-50-30| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.

.... (this message x 100 or so) ...

2018-07-13 11-54-24| An error occurred during remote call to 'savePlayerConfig' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.

... more errrors ...

2018-07-13 11-55-47| An error occurred during remote call to 'invokeOrdersScript' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
Title: Re: [MOD](v0.5) FleetControl - easy management of ship groups and more
Post by: w00zla on July 15, 2018, 02:15:06 PM
Hello everybody,

there is a new update for the mod :)
but its mainly for bugfixing and stability since last release.

FleetControl v0.5.1

Changelog:

DOWNLOAD v0.5.1 (https://github.com/w00zla/avorion-fleetcontrol/releases/download/v0.5.1/fleetcontrol_v0.5.1.zip)
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: current1y on July 20, 2018, 04:44:42 AM
I get the message

<Server> You are not allowed to execute the command 'fleetcontrol' when I use the command /fleetcontrol in chat. The admin of the dedicated server can enable the mod fine but others in the server cannot.

Any ideas?
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: w00zla on July 20, 2018, 05:01:58 PM
I get the message

<Server> You are not allowed to execute the command 'fleetcontrol' when I use the command /fleetcontrol in chat. The admin of the dedicated server can enable the mod fine but others in the server cannot.

Any ideas?

Yes, fact is that on servers only admins can execute any non-standard command by default.
One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: current1y on July 21, 2018, 12:57:34 AM

One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

How would said server admin do that exactly? Sorry we all just picked up the game a few weeks ago.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: w00zla on July 21, 2018, 12:25:50 PM

One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

How would said server admin do that exactly? Sorry we all just picked up the game a few weeks ago.

In the folder where the server saves the galaxy data
(i.e. "%APPDATA%\Roaming\Avorion\galaxies\<yourgalaxyname>\" for Windows)
is a file called "admin.xml".
Edit this file and add the new "<command name="fleetcontrol"/>"-line to the "<defaultAuthorizationGroup>"-block.

But be aware that multiplayer support for the mod is not 100% done yet, it could cause problems or unwanted behaviour if multiple players have the same ship(s) in their ship-groups!
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Taralujan on August 07, 2018, 03:35:46 PM
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: w00zla on August 07, 2018, 11:12:20 PM
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Taralujan on August 07, 2018, 11:37:02 PM
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Taralujan on August 08, 2018, 10:27:52 AM
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,

ok put it back on this morning  and when i jump between sectors i see this similar but different error message,. and again all works accept i have no ships i can assign. thanks for any help. BTW  new ships i create don't appear to take any orders,. old ones seem fine i can change their orders.  so rolling it back out to carry one playing. is there any other info i can provide.


Script "data/scripts/player/fleetcontrol/manager.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
Execution Context (inner to outer):
#0: FleetControlManager.onSectorEntered data/scripts/player/fleetcontrol/manager.lua

could not execute function 'FleetControlManager.onSectorEntered' in '"data/scripts/player/fleetcontrol/manager.lua"':

data/scripts/lib/fleetcontrol/common.lua:404: attempt to index global 'Co' (a nil value)
stack traceback:
    data/scripts/lib/fleetcontrol/common.lua:404: in function 'getPlayerCrafts'
    data/scripts/player/fleetcontrol/manager.lua:277: in function 'updateSectorPlayerShips'
    data/scripts/player/fleetcontrol/manager.lua:174: in function <data/scripts/player/fleetcontrol/manager.lua:171>


Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: w00zla on August 08, 2018, 01:02:16 PM
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,

ok put it back on this morning  and when i jump between sectors i see this similar but different error message,. and again all works accept i have no ships i can assign. thanks for any help. BTW  new ships i create don't appear to take any orders,. old ones seem fine i can change their orders.  so rolling it back out to carry one playing. is there any other info i can provide.


Script "data/scripts/player/fleetcontrol/manager.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
Execution Context (inner to outer):
#0: FleetControlManager.onSectorEntered data/scripts/player/fleetcontrol/manager.lua

could not execute function 'FleetControlManager.onSectorEntered' in '"data/scripts/player/fleetcontrol/manager.lua"':

data/scripts/lib/fleetcontrol/common.lua:404: attempt to index global 'Co' (a nil value)
stack traceback:
    data/scripts/lib/fleetcontrol/common.lua:404: in function 'getPlayerCrafts'
    data/scripts/player/fleetcontrol/manager.lua:277: in function 'updateSectorPlayerShips'
    data/scripts/player/fleetcontrol/manager.lua:174: in function <data/scripts/player/fleetcontrol/manager.lua:171>

ah, you mean you can not see youralliance ships ;)
that error is rather strange, I need to troubleshoot it further before I can give you any advice or deliver a fix!
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Taralujan on August 08, 2018, 05:57:57 PM
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,

ok put it back on this morning  and when i jump between sectors i see this similar but different error message,. and again all works accept i have no ships i can assign. thanks for any help. BTW  new ships i create don't appear to take any orders,. old ones seem fine i can change their orders.  so rolling it back out to carry one playing. is there any other info i can provide.


Script "data/scripts/player/fleetcontrol/manager.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
Execution Context (inner to outer):
#0: FleetControlManager.onSectorEntered data/scripts/player/fleetcontrol/manager.lua

could not execute function 'FleetControlManager.onSectorEntered' in '"data/scripts/player/fleetcontrol/manager.lua"':

data/scripts/lib/fleetcontrol/common.lua:404: attempt to index global 'Co' (a nil value)
stack traceback:
    data/scripts/lib/fleetcontrol/common.lua:404: in function 'getPlayerCrafts'
    data/scripts/player/fleetcontrol/manager.lua:277: in function 'updateSectorPlayerShips'
    data/scripts/player/fleetcontrol/manager.lua:174: in function <data/scripts/player/fleetcontrol/manager.lua:171>

ah, you mean you can not see youralliance ships ;)
that error is rather strange, I need to troubleshoot it further before I can give you any advice or deliver a fix!


thanks,
 for info i am running .  0.17.1 r 12316  and have two mods 
Detailed Turret Tooltips 0.024.zip and Compass-like Gate Pixel Icons 0.008.zip
if you need any other logs info or  stuff just ask and i can put fleetcontrol back on and send you more info..

Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Rinart73 on August 09, 2018, 03:28:08 PM
I got problem with the "Co" too. I also found it's source:
Code: [Select]
2018-08-09 16-06-00| could not execute function 'FleetControlUi.updateClient' in '"data/scripts/entity/fleetcontrol/controlui.lua"':
2018-08-09 16-06-00|
2018-08-09 16-06-00| data/scripts/lib/fleetcontrol\common.lua:404: attempt to index global 'Co' (a nil value)
2018-08-09 16-06-00| stack traceback:
2018-08-09 16-06-00|     data/scripts/lib/fleetcontrol\common.lua:404: in function 'getPlayerCrafts'
2018-08-09 16-06-00|     data/scripts/entity/fleetcontrol/controlui.lua:2117: in function <data/scripts/entity/fleetcontrol/controlui.lua:2103>

It's in the "FleetControlCommon.getPlayerCrafts" function ("data\scripts\lib\fleetcontrol\common.lua"):
Replace "Co." with "FleetControlCommon." in the line 404:
Code: [Select]
if e.isShip and Co.checkShipAllianceFlyCraftPrivileges(e, player.index) then
               

Stumbled upon few more bugs:
1.  I have player ships and stations in the sector,  alliance ships/stations and some ships/stations that belong to a disbanded alliance. I got this error whle playing (on a server side):
Code: [Select]
2018-08-09 18-35-20| #0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua
2018-08-09 18-35-20|
2018-08-09 18-35-20| could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
2018-08-09 18-35-20| invalid argument 'nil' at stack position 1, expected 'Player'
2018-08-09 18-35-20| stack traceback:
2018-08-09 18-35-20|     [C]:-1: in function invokeClientFunction
2018-08-09 18-35-20|     data/scripts/entity/fleetcontrol/controlui.lua:238: in function ?
This happens because FleetControl treats Alliance ships like Player ships so it tries to send settings to a 'player' and fails.

2. A bunch of these lines:
Code: [Select]
An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
3. When you turn ship into station, FleetControl script stays attached to it. I suppose it should be removed?

               

Can you please change your `removeSpecialOrders` function a bit? So it would look like this:
Code: [Select]
local function removeSpecialOrders()

    local entity = Entity()

    for index, name in pairs(entity:getScripts()) do
        if string.match(name, "/scripts/entity/ai/") then
            entity:removeScript(index)
        end
    end
end

It would allow your commands to remove custom ai scripts that are stored in mods folder (for example "mods/MyAwesomeMod/scripts/entity/ai/dothething.lua") thus eliminating possible conflicts.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 03, 2019, 01:29:45 AM
Considering we just got a massive overhaul to how orders work for AI ships, and that we can now order ships around all over the place with somewhat sophisticated command structures, what is the life expectancy of this mod? The current system doesn't have grouping, and some of its commands do different things than what this mod did, so it's not like this mod's functionality got integrated into vanilla. Does the mod still even work in the current patch and/or Beta Branch, though?

Will you be looking to work more on this again, w00zla, or should I mark this mod deprecated?
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Nachtu on January 05, 2019, 03:17:09 PM
Considering we just got a massive overhaul to how orders work for AI ships, and that we can now order ships around all over the place with somewhat sophisticated command structures, what is the life expectancy of this mod? The current system doesn't have grouping, and some of its commands do different things than what this mod did, so it's not like this mod's functionality got integrated into vanilla. Does the mod still even work in the current patch and/or Beta Branch, though?

Will you be looking to work more on this again, w00zla, or should I mark this mod deprecated?

Seconded! The current system is far from perfect so there's still a need for a fleet control mod. Perhaps now it can be expanded even more!
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Kamo on January 05, 2019, 06:36:40 PM
With the new "map orders" functionality this mod should be remade from the ground up, focusing on fleets (called "groups" here, and removing the limits of four fleets and six ships per fleet too), UI and, maybe, plotting jump courses (very difficult math/pathfinding work there :-\), and hopefully maybe tackling sector loading (though I think the ways of doing it are on the dev side, not game side :().
It'd be very hard work though, and almost a time race between you and the devs ???.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 06, 2019, 02:40:37 PM
Actually, Kamo, in the update post it said that Sector loading is now a function we can call from script. I'm very excited about this for multiple reasons.

To be honest, I would love if this mod, or a similar one, would make it easier to select groups of ships on Galaxy screen at once. It's such a hassle currently, especially with the pictogram portraits not being the best thing ever, to select the units you want to move, and jump them around. Especially if one of them already jumps before the others get the chance to, it becomes a bit of a headache to ensure that all of them remain selected and following your orders. And then sometimes, they just randomly deselect of their own accord. Quite annoying!

And in-Sector, with the new Selection system (soft-select) requiring you to hit the actual ship itself and not its "selection box" for the "Press F to interact" and similar UI elements to show up, tiny ships are very hard to interact with. So more reason for better ship selection methods. I personally use the MoveUI Ship Notifier add-on, but the more options for easy selection the better, especially if it includes mass group selection like this mod used to add.

So yes, a mod that could make fleet management -- or even just selection -- easier would be much appreciated.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: MarkusShane on January 06, 2019, 11:52:45 PM
When activated, does not show the icon. The console says that the mod is activated. The latest version of the game is 0.20.2.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Valck on January 08, 2019, 02:34:15 AM
version of the game is 0.20.2.
There's your problem, most likely.
Spoiler: show

Hello everybody,

there is a new update for the mod :)
but its mainly for bugfixing and stability since last release.

FleetControl v0.5.1

Changelog:
  • fixed bugs and problems with script changes and some strange client behaviour (thx to Shrooblord (https://www.avorion.net/forum/index.php?action=profile;u=7484) for feedback)
  • added 'clear' action to '/fleetcontrolconfig' command for removing all saved mod values (for troubleshooting purposes)

Game version at time of latest mod update in July was... 0.18.2, IIRC
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 09, 2019, 12:57:02 AM
Indeed. In  fact, we were just talking about some of our visions on what we would want in a "new version" of this mod.
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: w00zla on January 19, 2019, 03:04:16 PM
Hey guys,

I really want to rewrite the mod for the current gamestate and maybe repurpose its features (that could even mean take out stuff for what vanilla already does) , BUT there are several issues for me at the moment:

One feature I really like about the mod  (and which has not been published yet) is the selection of ships, groups and their commands directly via the HUD  8) but some general issues prevented me from releasing the new mod version.
And with the improvement of the vanilla GUI widgets I also hope to break the current group and ship-per-group limits (its only a usability limit, nothing technical)!

You see, much to do but little to no time for it  :-\
I would really appreciate if someone would help me updating the mod or even completly overtake its development, since it will be longer  until I have time again for modding !!
Title: Re: [MOD](v0.5.1) FleetControl - easy management of ship groups and more
Post by: Shrooblord on January 21, 2019, 09:10:20 AM
Sounds awesome. I'm currently working hard on releasing my own mods that I really want to put a lot of effort into getting right, but I do love your mod's original purpose and its additions to the game. In fact it was one of my favourites.

I'd love to help you out later. I'm pushing for a January 31st first-playtest-super-alpha version of my mod and until then want to focus hard on that, but after that, maybe...! Let's keep in touch?

Meanwhile, if anyone else feels inspired to take up the torch, but all means...! I would love to see this being worked on again. Thanks w00zla!