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Laserzwei

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  1. 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
  2. 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:
  3. I can confirm that there is no noticeable performance decrease due to enabling mods anymore. Your fix works! Thank you ;)
  4. 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"
  5. 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
  6. 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?
  7. 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/
  8. It's probably missing the Entity().isObviouslyMineable = true tag
  9. 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
  10. 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
  11. Update for Avorion 0.21.4 1.12.0 (0.21.4) [2019-04-19] - removed founding costs (vanilla)
  12. 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
  13. 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]
  14. Thanks for the heads up. It seems the fighter beahaviour has changed. Repair fighters have to "FighterOrders.Defend" their own mothership, while they have to "FighterOrders.Attack" any other ship, to even start repairing.
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