Laserzwei
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Posts posted by Laserzwei
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Hello,
I have used your mod in the past and it worked always without any issue. I decided to start the game again recently and noticed that most things are moved to the workshop now.
I have subscribed to the basic mod and the standart command mod. Steam downloaded it. But i does not work ingame for me.
I can remember that i needed some kind of script loader in the past. Is this maybe the problem?
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
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I just stumbled across this plugin. Does this still work with the current release?
Bump on Bocephus666 question.
No
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Can this be automatically installed using the modconfig.lua and SteamCMD? Will this auto-install on the client if subscribed to?
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:
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I can confirm that there is no noticeable performance decrease due to enabling mods anymore. Your fix works! Thank you ;)
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Thanks!
1) Are those 2 profiles with the window closed or open?
2) Can you please post one with all mods enabled and in-game and a reference one from in-game?Same sector, preferrably an empty one?
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"
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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)
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People on my server are getting a "No valid shipname" error. Any ideas why?
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?
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Hello, new player here and modder of any game that would let me.
I was wondering if anyone has discovered how to increase the resource spawn chance yet? I would like to up the resource asteroid count by about 3-5% more. Finding an asteroid field of 300 and only coming across 10 or so seems a bit low.
Either that, or a way to have the fields respawn faster.
UPDATED TO ADD: Also, if possible a few changes to ship utilities. Is there a way to change quantities? Right now my ship only has 2 slots, looking to add another or make a slight change to starter upgrades like the radar range utility.
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/
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I have the Problem that my NPC miner cant find any Asteroids with the mod Bigger Asteroids...
Can someone give me another mod or fix it maybe ? :'(
It's probably missing the
Entity().isObviouslyMineable = true
tag
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First of all, this mod rocks! This should be a default part of the game. Moving an asteroid can make the difference between a mine being profitable and not. And player-owned stations aren't terribly profitable to begin with. (The whole economy system desperately needs some TLC...)
However, there's one aspect about this mod that I really don't like:
I recently clicked on the "Move Asteroid" option on one of my claimed asteroids, because I wanted see how far away I could move it. I did not actually intend to move it. I then decided to click "Cancel"...
[Warning to others] Unfortunately, this mod does not refund the moving fee if you click "Cancel"! At least, the version of this mod that my server uses doesn't. That would be bad enough, if the mod was left at the default 500,000 Credit moving fee. However, this server set the fee at 5,000,000 Credits! Talk about ouch! :o :'( And I really worked my behind off to make the few $million that I had. (I had $43 million, now down to $38 million...)
Any chance you could change this so that canceling the move would refund the moving fee?!
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
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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
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Update for Avorion 0.21.4
1.12.0 (0.21.4) [2019-04-19]
- removed founding costs (vanilla)
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This is cool.
Question. Is there any reason you couldn't add additional weapons? Plasma weapons, cannons, bolter, lightning, tesla, etc?
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
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I can't seem to get this to work. In reviewing my client log there seems to be some type of error concerning "no file" called "shipbuilding.lua." I've attached the log. Any ideas? Thanks!
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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little heads up, minor issue with the new support for repair fighters- if the mothership is damaged, they seem to just aimlessly swarm around it (ignoring all other damaged friendlies) like they do if you give them a vanilla attack command on their carrier
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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additional question (it started working), ive been seeing some delays before my fighters will deploy on my server, longer (20-30 seconds) then id expect- the main thing ive changed since i last had it up was some changes to the number of worker ect threads- ive seen some odd script lag with larger numbers of threads before, and was wondering if this could be related?
It can, in fact, take up to 30 seconds until fighters start.
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While modding I have encountered a bug, where
Entity():removeCargo(good, amount)
would remove the cargo from the entity on the serverside, but does not synch this change with the client.
It only occurs when "good" is represented as string and not the tradingGood.
Changing sectors or log out and back in fixes the clients cargobay.
Steps to reproduce:
[*]Entity():addCargo("Coffee", 10)
[*]Entity():removeCargo("Coffee", 5)
The serverside now has 5 "Coffee", the client still thinks it has 10 "Coffee"
This persist for the whole time the ship stays in a sector/ gets loaded/unloaded. It is also visible in the vanilla shipoverviewmenu on the cargo tab.
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Update
0.2.2 for beta0.21.x [2019-02-26]
- added musiccoordinator script to init.lua (vanilla)
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updated for 0.21 beta
-- 1.4 for beta 0.21 [2019-02-26]
- renamed modfile to productionChains
- added names for special factories (vanilla)
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Beta update
1.10.2 (beta0.21.x) [2019-02-26]
- beta update
- crew selection is now translated (vanilla)
- ships now have a construction fee (vanilla)
- relation requirements for some crew members (vanilla)
1.11.2 (beta0.21.1) [2019-03-01]
- beta0.21.1 update (only vanilla changes)
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Updated for 0.20.5
1.10.1 (0.20.5) [2019-02-21]
- adding crew increases build time by 5 minutes (vanilla)
- Removed some unused code snippets
- Custom ships have a skeleton crew while being constructed. Depending on your crew choice it might leave the ship after it's finished ("Empty ship" -> no crew left, "Add Crew" -> captain leaves, "Crew + Captain" -> no one leaves)
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Hey,
I've just started with Avorion a few days ago and installed this mod to make my carrier life easier. Great work :D
After the latest patch I updated the mod to version 1.10.1 and noticed some wrack parts that can't be salvaged and all salvagers are stuck till they are called back.
I think you are simply unlucky. Salvaging fighters have always had problems hitting very small moving targets.
Hi,
first i want to say thanks for the mod. It really helps having a carrier.
Since the last update, 6th february, i've noticed that the mod have som issues. The "dock all fighters" won't work anymore. Is it a known issue or only for me?
kind regards
Dock all fighters works fine for me. I hope you are using 1.10.1 with the current 0.20.4.
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The sectors eventually go to sleep, does this not work with alliance ships. or did i not configure the mod properly.
Do you have the icon top right? Yes-->Good. No-->reinstall
The first 5 (or whatever is set in the config file on the serverside) sectors will be loaded. Loaded sectors are represented green in the UI. Sectors will unload, if you leave the galaxy. All sectors loaded by this mod are considered loaded by the player. Being in an alliance gives no bonus sectors with this mod.
I did some more tests with vanilla sector loading mechanics:
aliveSectorsPerPlayer x or x+1?Whenever I set this to something else than 500 in my singleplayer world it would reset to 500. So I copied the galaxy and started a dedicated server on it. This makes the results somewhat multiplayer only.
This config gives the total amount of sectors a player can have. This includes the players current sector. So it is x + 0.
The setting also affects alliances. So you can get 2 x loaded sectors. However: A sector loaded with player and alliance ships will count towards the sector threshold for both.
Giving ships orders. Is it getting stuck in the current or target sector?You can't command ships in an unloaded sector. You will get this message: "That sector isn't loaded to memory on the server. Please contact your server administrator for help."
Giving a ship from a loaded sector the command to fly into an unloaded sector, will load said sector and move the ship over.
If you exceed your sector threshold and the target sector with the moved ship still has a low weight it will be unloaded. And the ship gets stuck.
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Hi Laser,
found the source, but it seems to be 500+1 (singleplayer) or 5+1 (multiplayer), or whatever the serveradmin felt happy with:
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from the 0.12.7 (Alliance-Update) Patchnotes...
Nice, thank you!
[MOD] advanced shipyard
in Mods
Posted · Edited by Laserzwei
code alignment fix
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