I believe the recent update broke the mod. I see lots of ships flying around trade posts and space stations, but the ships never land, they just circle around.
There's a bug in current public release that makes a lot of mods not work. It is fixed in the latest experimental that hopefully will go live tomorrow. With that update I think it should work.
Is there a way to make the traders stay longer? I feel like more arrive, but they also leave quicker so when I see a ship I want it's gone before I can even get to the NPC. I'm presuming the cycle time has been upped so they just arrive/leave quicker hence there's more of them?
mine stopped working? was working fine, added a new mod, noticed this mod wasnt working anymore, removed new one that seemingly broke it, it still doesnt work. i even redownloaded it
I don't know if there's anything this mod (or any mod) can do about this, but I'm noticing that a whole bunch of traders will fly into the station/trading post where I'm at, all at once, and then they will all leave relatively quickly, pretty much at the same time. I usually only have time to speak with one or two traders per batch.
I recognize that this mod isn't intended to address the immersion aspect, but I'm just wondering, is it at all possible to coerce the traders to spread out their arrivals/departures, or at least stay for longer? Or is that just not something mods can influence?
Stay for longer, yes, but that would be counter to the overall ship hunting purpose of the mod. Faster leave times means higher turnover so you see more ships in less time. You can adjust the Lua to increase how long they stay, though. Arrival is in waves, so that won't change much. I guess you could decrease the number of ships in waves and then increase how often they come to sort of stagger them out.
Thanks. I played around with the values a bit, but I got inconsistent results. It's pretty difficult to tell what effect each value is having, and most of them are not self-explanatory just based on their names, with the exception of DockWaitMinTime and DockWaitMaxTime.
I'm assuming MaxNumActiveTraders affects the number of ships in waves, though in my testing I got varying results even without changing that.
Also, it seems like (at least in my minimal testing) that there's always a 3min buffer between waves. Do you happen to know or remember which value(s) might affect how often the waves come? Given the intention of your mod, I would have expected that you would have more or less maxed that out already, if it were possible.
P.S. Just FTR, I am in fact using AMUMSS to rebuild the .PAK after making changes. I can see that the changes take effect because I've set the dock wait time values both to 10 (seconds) for testing purposes.
One thing that I think was confounding my testing is that I had my freighter parked right outside the space station. This appears to eat into the budget of ships. I got more sane results by moving to another system and leaving my freighter behind.
I eventually settled on just setting the DockWaitMinTime to 150 and the DockWatiMaxTime to 180. This keeps the ships around for plenty long enough while also staggering them a bit for a more realistic experience, while still making the station seem far more busy than vanilla. I still occasionally get lengths of time where there are no ships in the station (besides mine), but it's less noticeable when they stay for longer and stagger more.
In the course of testing I did also bump MaxNumActiveTraders up to 100, but I have no idea if this has any additional effect beyond the vanilla value of 15 or this mod's value of 30.
I still don't really understand what (if anything) controls the number of ships per wave, or wave frequency. From what I've seen it seems like each ship has its own internal timer with an unconfigurable cooldown between when it leaves the station and when it returns. It could also be that this cooldown is wave-based and I just have the wave sizes set to 1, but I don't really know.
Number of ships per wave is going to be set in the experiencespawntable, where you have to manually create an entry for each ship in the event. The max active traders is for how many NPC traders can be spawned and active at once in the system.
Very good mod, may I move your module to another website? Not everyone in my region directly connects to this website. I will indicate the author and source. If possible, thank you very much.
Thank you for asking, but I'd rather not have it posted on another public site, as I can't guarantee it gets updated and there are some sites I don't want to support. If you have something private for friends, I don't really mind you sharing it with them, just put a link back here so they know where to go for updates if they need them.
OMG OMG ship building!! FINALLY!! Hhnngg!! xD Only took HG eight years! Better late than never, amirite?! LOL! :P
This mod will be even more essential, now that ship-hunting will become even more important, with having to collect ship-parts for the new ship building features!!
EDIT: Also thank you for the Orbital 4.64 update! ♥ :D
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Think we need another update.
I recognize that this mod isn't intended to address the immersion aspect, but I'm just wondering, is it at all possible to coerce the traders to spread out their arrivals/departures, or at least stay for longer? Or is that just not something mods can influence?
Thanks for the mod(s)!
I'm assuming MaxNumActiveTraders affects the number of ships in waves, though in my testing I got varying results even without changing that.
Also, it seems like (at least in my minimal testing) that there's always a 3min buffer between waves. Do you happen to know or remember which value(s) might affect how often the waves come? Given the intention of your mod, I would have expected that you would have more or less maxed that out already, if it were possible.
P.S. Just FTR, I am in fact using AMUMSS to rebuild the .PAK after making changes. I can see that the changes take effect because I've set the dock wait time values both to 10 (seconds) for testing purposes.
I eventually settled on just setting the DockWaitMinTime to 150 and the DockWatiMaxTime to 180. This keeps the ships around for plenty long enough while also staggering them a bit for a more realistic experience, while still making the station seem far more busy than vanilla. I still occasionally get lengths of time where there are no ships in the station (besides mine), but it's less noticeable when they stay for longer and stagger more.
In the course of testing I did also bump MaxNumActiveTraders up to 100, but I have no idea if this has any additional effect beyond the vanilla value of 15 or this mod's value of 30.
I still don't really understand what (if anything) controls the number of ships per wave, or wave frequency. From what I've seen it seems like each ship has its own internal timer with an unconfigurable cooldown between when it leaves the station and when it returns. It could also be that this cooldown is wave-based and I just have the wave sizes set to 1, but I don't really know.
OMG OMG ship building!! FINALLY!! Hhnngg!! xD Only took HG eight years! Better late than never, amirite?! LOL! :P
This mod will be even more essential, now that ship-hunting will become even more important, with having to collect ship-parts for the new ship building features!!
EDIT: Also thank you for the Orbital 4.64 update! ♥ :D