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Laserzwei

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Laserzwei last won the day on September 5

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  1. You're lucky I've read this, because I'm not really active here anymore (but on steam). To answer your question: Your mod would have to override 'startServerDesignJob': -- keep the original function to call inside your overwrite function local mymod_startServerDesignJob = Shipyard.startServerDesignJob function Shipyard.startServerDesignJob(founder, captain, scale, name, planToBuild) mymod_startServerDesignJob(founder, captain, scale, name, planToBuild); --simulate the scaling already done in the original function local plan = planToBuild plan:scale(vec3(scale, scale, scale)) -- Change as you desire local requiredTime = math.floor(20.0 + plan.durability / 100.0) if captain > 0 then requiredTime = requiredTime + 300 end -- Inject your new time into the already setup running job runningJobs[#runningJobs].duration = requiredTime end The code is untested, but the principle should work
  2. There is no script needed, other than the 2 mods (main mod and commands package). You will also have to activate them in Settings -> Mods
  3. All yes. But there is a bug with dedicated servers that prevent the Carrier Command mod from properly working right now. It will be fixed with the next Avorion-update:
  4. I can confirm that there is no noticeable performance decrease due to enabling mods anymore. Your fix works! Thank you ;)
  5. 1) Both profiles were made with the modselection window open 2) Sure: https://www.dropbox.com/s/0nuu39cfrdw6xqp/Avorion%20profiles.zip?dl=1 With all mod enabled, I went down to 20FPS. And I noticed, with the help of the Frame Time Gaphs, that in semi-regular intervals a lagspike would occur. "client-profile-with-mods-no-cons-high.json" was made during such a lagspike. With the console opened (and mods) it went down to 7FPS and keystrokes weren't registering properly anymore. That was really atrocious D: "with-cons" == "consolelog was open"
  6. When enabling the ingame console-log (^) my FPS drop by 10-20% (only happened after its overhaul with multi-colors etc.) I'm also affected by FPS loss when enabling mods. I observerd that this behaviour already occurs within the mainmenu. The FPS drop is correlates with the amount of mods enabled: 0 Mods: 1 Mod: 4 Mods: 10 Mods: 35 Mod: I also attached my settings, the first 72 Lines of the clientlog (for references to my hardware) and 2 profile jsons (one with and one without mods enabled) Avorion_settings.zip client-profile-mit-Mods.zip client-profile-ohne-Mods.zip
  7. This could have multiple reasons. What Avorion-version is your server on (0.22 / 0.23)? What version of the mod do you use? What's the name your people want to give to their ships? (Special characters in it, ... ?) If on 0.23: Was this observed before 0.23.1?
  8. 1) Resource-asteroid-fields are generated in scripts/lib/SectorGenerator.lua function SectorGenerator:createDenseAsteroidField(probability) function SectorGenerator:createAsteroidField(probability) function SectorGenerator:createSmallAsteroidField(probability) function SectorGenerator:createEmptyAsteroidField() function SectorGenerator:createEmptySmallAsteroidField() Is where you'd want to look. (probability is the % of "rich" asteroids). Gameplay wise there are also "hidden" resource asteroids, which look like normal ones, but have a very large amount of resources in them. 2) All code about asteroid respawning is in /scripts/sector/respawnresourceasteroids.lua 3) To get more slots, build a bigger ship. (Up to 15 Slots). There is no easy way to increase that specific value. (only changing .exe) upgrades are defined in /scripts/systems/
  9. It's probably missing the Entity().isObviouslyMineable = true tag
  10. What (Avorion-)version is this server running on? Move asteroids only charges you money, when it actually moves one, since 2018-11-09 (v0.19.0 for Avo 0.19). Avorions default branch is 0.21.4 with 0.22 around the corner. Your's is very far behind
  11. I remember (back in 0.15/0.16), when I tried to reduce the impact of relationloss due to inflicted damage, that the damage applied to shields was in 1:1 ratio with the loss of relation. When the hull was hit the relationloss was higher, but I never figured out by what coeffcient (maybe AOE by cannons/rockets. Piercing railgun ... had an effect as well). That's just about all I know in that regard
  12. Update for Avorion 0.21.4 1.12.0 (0.21.4) [2019-04-19] - removed founding costs (vanilla)
  13. This mod is a proof-of-concept to show modders, what and how to do weapon modding. It's quite dated (from March 2017!) and will be deprecated in 0.21[current Beta], where the weapon API has changed. For now it still works with 0.20. I may pick it back up, when the Modding-Workshop-Update (either 0.22 or 0.23) will hit
  14. Thank you for the logfile. You run on Avorion 0.20[stable]. So you should download advShipyard_1.10.1.zip . 1.11.0 is for 0.21[beta]
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