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Laserzwei

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Everything posted by Laserzwei

  1. I additionally tried to use fighter:addAbsoluteBias(StatsBonuses.CargoHold, 10) But that didn't work either
  2. sadly your issue is very unlikely related. The issue of cargo drones being counted as WeaponType.Armed was already in 0.15.x, my Carrier command mod even has some code to work around that. But I've read about civilian turrets being counted as military all of the sudden in 0.16
  3. I don't know where the BiB mods change vanilla files. You might want to look in %Appdata%/Roaming/Avorion/galaxies/galaxyname/ serverlog ... .txt if there are any errors
  4. What are you looking at? This mod is: Deprecated As of 0.16.1 ALL features of oosp are included in vanilla. Therefore no update for 0.16 or later will occur.
  5. Somewhere out there is a mod that restocks EQ-Dock equipment every time a sector gets loaded
  6. combat-fighters, miners and salvagers are recognised correctly, fighters with healing beams not tested, and cargo-fighters are recognized wrongly as Armed. Probably because there is no Cargo-Enum
  7. awesome I will test that Edit: tested it in a new 0.16 Galaxy, Hangar():getSquadMainWeaponCategory() will return 0(=WeaponCategory.Armed) for a cargo-fighters only squad. (and 1 for miners and 2 for salvagers) So this bug is still here
  8. When using either broadcastInvokeClientFunction or invokeClientFunction and sending tables as payload, there can occur the following crash: The error is reproducable in 0.16 and 0.15.8 (not tested earlier, but most likely also present there). Affected are all lists, where string- AND number-keys are used. Specifically only if these "mixed keys" are used in the very same list- Having a string-key only list with a nested number-key list is totally fine. Having a mixed-keys list somewhere nested within the payload will throw said error. lists that are fine (divided by underscores): li[1] = 1 li[2] = "a" ________________ li[1] = 1 li[20] = "a" ________________ li[1] = 1 li[math.huge] = "a" ________________ li[1] = 1 li["2"] = "a" ________________ {1,2,{vec3(4,5,6), vec2(1,2)}, "test", ["10"]=1} lists that don't work: data[1] = {["name"] = "Name1", [1] = 2} data[2] = {["name"] = "Name2", [2] = 2} ________________ data[1] = 1 data["a"] = "b" While testing some of the lists I noticed a 2nd most likely related unexpected behaviour/bug: When sending: li[1] = 1 li[20] = 2 li["4"] = 3 The client will not receive li["4"] When sending: li[1] = 1 li["4"] = 3 li[20] = 2 the client will receive: li[20] is missing and li[4] has the wrong value! There is some serious weirdness going on
  9. When using Hangar():getSquadMainWeaponCategory(squad) on a cargo fighter squad it will return WeaponCategory.Armed. For the unarmed drones
  10. Cargo drone storage is set to 5. And it's not modifyable by any means. Allowing Cargo-drone cargo space to be modifyable, would open extend the existing in sector trading by a lot. That also requires changes to factory.lua, in a way thtat the drones actually load their cargo with more than 1 good at a time. Also who wouldn't want to have some cargo-drones in its own ship that auto-buy/sell goods when found with the trading-overview?
  11. Could you guys make it possible to properly add an Energy-consumer, which also shows up in the ship's power menu?- Like so (photomontage): Something along this: EnergySystem:addEnergyConsumer(double amount, string IconPath) If that is not possible atm. (e.g. because the main-UI is not easily available for scripts), then making EnergySystem().requiredEnergy writable would help a lot too.
  12. I did? I sure have not been able to make Carrier Commands run in Avorion 0.16.x :-\ Minecorp however got its update.
  13. There are 2 different ways Traders spawn: 1) via the discussed Sector-script: traders.lua 2) Factories - and only factories - have a 2nd mechanic that allows them to spawn more traders: In the config menu you can tell your factory to request and sell goods to traders. This mechanic will spawn additional traders. iirc this is independant of the contents of the sector and happens in /lib/tradingutility.lua (it is also dependand on the price margin) Complexes for Money were ment to produce high tech goods that can be sold at many places: Processors: guaranteed at every repair-station and some tradingposts Mining robots, Anti-Grav Unit, Fusion generator, Drill: At many mines around the Galaxy War Robots, Body Armor, Vehicle, electromagn. Charge ... etc. : At Militarty Outposts Edit: The complex mod is not updated for 0.16.x. It is also undergoing a lot of behind the scenes changes, which will take a lot of time, so don't expect any fixes, when something breaks
  14. With Avorion 0.16 adding support for resourcetraders and shipyards, this mod is now 100% included in Vanilla Gameplay! Therefore no further updates will be provided.
  15. Updated Minecorp to Avorion 0.16 This update was mostly done by Dirtyredz! In this version Mines will not show up on the galaxymap. Is that a bug or a feature? - Yes. download Minecorp 1.6.zip
  16. Many awesome big and little things were added with 0.16. Thank you very much :) I have another request though: Could you guys make it possible to properly add an Energy-consumer, which also shows up in the ship's power menu?- Like so (photomontage): Something along this: EnergySystem:addEnergyConsumer(double amount, string IconPath)
  17. 1) I noticed it too, while testing yesterday. Nothing big to worry about though 2-3) are vanilla behaviour. The complex mod just registers into the selection-list. No further changes to traders are made 4) I thought about manually adding that script, when a complex gets build and it's not present for the sector yet. 5) Mines are technically factories as well. And factories have their own trader script running in addition to the sector-wide one (which the complex mod uses)
  18. The moment I realized, you know what you're doing. 1-4) should not matter. 5) I'm not 100% certain, but the sector has to have the script : "data/scripts/sector/traders.lua" From a rough look at the sector generator-files the following sector-types support traders (or you could add the script yourself): asteroidfieldminer colony factoryfield gates loneconsumer lonescrapyard loneshipyard lonetrader lonetradingpost lonewormhole miningfield neutralzone basefactories lowfactories midfactories highfactories 6) while following my little guide, you made that obsolete 7) there is a vanilla script that periodicly adds those back (called "(...)/entity/regrowdocks.lua") 8 ) That always happens due to the mod adding that script twice, from both ends (client and server). Otherwise things would go out of synch, since the Multi-Thrading-Upgrade Also I accidentally changed a little bit of code in 0.90c, which would prevent traders from spawning. So I put the correct /data/scripts/lib/tradingutility.lua as an attachment here tradingutility.zip
  19. Try the following: Get the vanilla /lib/tradingutility.lua and save it somewhere else Install the mod Overwrite /lib/tradingutility.lua with the vanilla one you just held back Add at the top of the scripts-list the following line: "mods/complexMod/scripts/entity/merchants/complexFactory.lua" report back, if it helped (at least 15 min. are required in an empty sector , +5min for every other station)
  20. I have a preference for not linking my steam account here in any way or form. But I can assure you this is an OSI-8 error
  21. Avorion 0.15.7 or 0.15.8? On 0.15.7: See if "mods/oosp/config/oosp.lua" exists. And if "config.consumptionTime = 86400" is set within. On 0.15.8: Properly install oosp_0.99_5b.zip
  22. I accidentally only changed a test-variable instead of the actual one. See 0.99_5b
  23. This bug is inherited from vanilla and I can't reproduce it. So I can't fix it either
  24. I couldn't reproduce this error on a newly created 0.15.8 (0.15.7 would be the same, since the file didn't change) Galaxy. And the code has nothing in it that can produce the key "currentProductions". Personally I think this is either some mod badly interacting or something that got ported from an older version of the file. @Shrooblord, Since I can't reproduce it, would you be so kind and add the following in line 55: printTable(data) and post the result?
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