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LiftPizzas

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Everything posted by LiftPizzas

  1. "Attack my target" would be super helpful, too.
  2. Along the same lines, it would be great to just be able to generate ships in build mode, similar to how it's done at shipyards but with more controls (there's some sort of basic style for each faction.) And/or the ability to save to blueprint from the menu and loading screens.
  3. I don't know how that would not be considered a bug. They require pilots to fly. They shouldn't require pilots to sit unused in a hangar. No, it wasn't that. The carrier was only half full and it didn't matter what way I tried to bring in new fighters. I ended up eventually transferring all of the fighters out, emptied the ship, went back to the sector where it had been stuck, and told it to recover, and it picked up all of the fighters. I would have to guess there was something like the duplication bug you mentioned with the fighters. But anyway it turned out that the "lost" fighters in another sector still take up hangar space even though the build screen says that space is unused. (I also had deleted all the squads several times to try to clear out space, it made no difference.)
  4. 1- I made two stations with lots of assembly blocks and hangars so they could produce fighters. One of them works as I would expect. The other has constantly increasing demands for more sgt/lt/etc personnel as new fighters are produced, and morale crashes. 2a- I filled up my carrier with r-mining fighters, sent it out to mine. It was stuck in the mining sector, won't go anywhere. When I went there to manually fly the ship, there were like an extra 100 fighters swarming around the ship that were "unable to return" because it says the squad was full. 2b- The carrier had 120 fighters in it. I flew to another sector and transferred all the fighters out of this carrier to a station, and then when I tried to transfer them back, it stopped halfway through, saying the ship is full, yet the carrier only has 5 or 6 squads worth of fighters on it and a bunch of empty space. In the build menu it says only 268 of 900-something space is being used, and the carrier's capacity is listed as 120 large fighters. It just moments ago had 120 fighters in it. Now suddenly they can't fit. I did not make any changes to the ship (and it isn't damaged) so there shouldn't be any reason for any of this. Now I've got fighters stuck on a station that says it needs more personnel and the morale is going down, and can't get them back onto the carrier where they just moments ago came from, because it's suddenly "full."
  5. I've noticed this over and over in combat: At first all the damage is coming off the hull. But then as soon as the hull reaches 20%, suddenly no more damage can go through and you have to bring their shields down to 0 before you do any more hull damage. As Nancy Kerrigan said, WHY??? It's effectively identical to no shield penetration, either way you have to do the sum of hull + shields in order to destroy the ship, so what's the point of this behavior?
  6. See attached. This goes away at some point, I think after reloading the game. But when a factory first starts producing it does this.
  7. When I get the Urgent Delivery, it doesn't give me the actual relevant information. It does this in both the I screen and the sidebar. See the attached screenshot.
  8. Set priority for ships/sectors that keeps important ships (like miners) from being put to sleep. (For example it is currently simulating 5 ships that are idle with no orders, meanwhile it is sleeping on a mining ship that has looping orders.) Weapon: mines. They drop and quickly come to a stop. Explode if enemy within a distance or a timer expires. To discourage a pursuer. (Basically torpedoes that have brakes instead of thrusters.) - remember password for favorite servers For Build mode: - show/hide by color. (Can only select by color.) - Select None hotkey/button. (I know you can select none indirectly, but it's clunky.) - Orders: "Buy" and "sell" need an alternative "whatever's available and move on to the next order" instead of sitting around for a month waiting for stock to deplete/replenish. (Maybe use -1 for the quantity.) "explore green" command (explore green systems, go from one to another randomly or whatever.) "explore yellow" command "Go sell your cargo" command (wander around to find buyers and just sell at the first place that's buying.) Or allow selling of any goods (at "stolen" price) at the smuggler's. (Reason: you get stuck with some obscure product that nobody is buying, it's annoying having to use the player to actively look for these or just dump them into space.) "Transfer cargo" (to/from friendly ship) command. (I'd like to have a freighter that goes and collects/refines ore while my miners keep mining, for example.)
  9. The file is in program files/steam/steamapps/common/Avorion/scripts/lib Below is the data, I put it into a spreadsheet and used it to calculate how much for a single production line. Before I found this post, the other day I manually tested (in creative mode with a stopwatch, LOL) how much production it takes to make antigrav generators and antigrav units in 15 seconds. Both of them (which are two production lines when you build them) matched the numbers given here (~38k and ~11k) As far as I can tell, you do not need to multiply by the number of production lines. So for example processors should only need 3143, instead of 9429. :) Amount of assembly/production Needed to Maximize Output of a factory Name Price Level Production for 15s cycle Acid 402 3 80 Adhesive 402 3 80 Aluminum 200 0 0 Ammunition 3786 5 1262 Ammunition L 422 4 113 Ammunition M 422 4 113 Ammunition S 422 4 113 Antigrav Generators 71632 8 38204 Antigrav Units 25391 7 11849 Beer 216 4 58 Bio Gas 213 2 28 Body Armors 95906 9 57544 Books 319 3 64 Carbon 423 2 56 Cattle 254 2 34 Chemicals 402 3 80 Chlorine 150 0 0 Clothes 102 4 27 Coal 200 0 0 Cocoa 87 5 29 Coffee 187 5 62 Computation Mainframes 37940 7 17705 Conductors 168 4 45 Coolant 402 3 80 Copper 350 0 0 Corn 28 1 2 Crystals 190 0 0 Dairy 19 3 4 Diamonds 750 0 0 Displays 7858 6 3143 Drills 20443 7 9540 Drones 7754 5 2585 Electro Magnets 483 5 161 Electromagnetic Charges 13985 6 5594 Electron Accelerators 125431 8 66897 Energy Cells 50 0 0 Energy Containers 1087 5 362 Energy Generators 15957 6 6383 Energy Inverters 1277 6 511 Energy Tubes 2895 5 965 Explosive Charges 1423 4 379 Fabric 91 3 18 Fertilizer 319 1 21 Fish 152 2 20 Fluorine 250 0 0 Food 300 4 80 Food Bars 223 2 30 Force Generators 49576 7 23135 Fruits 56 1 4 Fuel 1232 2 164 Fungi 46 3 9 Fusion Cores 5114 6 2046 Fusion Generators 39553 7 18458 Gauss Rail 7735 6 3094 Gems 400 0 0 Glass 182 1 12 Gold 600 0 0 Guns 1232 6 493 Helium 50 0 0 High Capacity Lenses 4689 3 938 High Pressure Tubes 1650 5 550 Hydrogen 150 0 0 Industrial Tesla Coils 10314 7 4813 Jewelry 1260 1 84 Laser Compressors 6577 6 2631 Laser Heads 4690 5 1563 Laser Modulators 16742 6 6697 Lead 200 0 0 Leather 37 3 7 Liquor 1867 2 249 Luxury Food 6452 6 2581 Meat 37 3 7 Medical Supplies 3006 4 802 Metal Plates 792 4 211 Microchips 896 5 299 Military Tesla Coils 10314 7 4813 Minerals 500 0 0 Mining Robots 145977 9 87586 Nanobots 1338 5 446 Neon 200 0 0 Neutron Accelerators 125431 8 66897 Nitrogen 40 0 0 Oil 490 1 33 Ore 70 0 0 Oxygen 80 0 0 Paint 481 4 128 Paper 46 2 6 Plankton 50 0 0 Plants 14 1 1 Plasma Cells 174 4 46 Plastic 137 2 18 Platinum 750 0 0 Potatoes 24 1 2 Power Units 1211 5 404 Processors 7858 6 3143 Protein 34 4 9 Proton Accelerators 125431 8 66897 Raw Oil 150 0 0 Rice 15 1 1 Rockets 11250 6 4500 Rubber 686 2 91 Satellites 65714 7 30667 Scrap Metal 25 0 0 Semi Conductors 129 4 34 Servos 1387 5 462 Sheep 130 2 17 Silicon 500 0 0 Silver 300 0 0 Solar Cells 469 1 31 Solar Panels 6858 5 2286 Solvent 402 3 80 Spices 268 5 89 Steel 277 1 18 Steel Tubes 704 4 188 Targeting Cards 11873 6 4749 Targeting Systems 29674 8 15826 Tea 37 1 2 Teleporters 39365 8 20995 Tools 214 4 57 Transformators 209 4 56 Turbines 16729 6 6692 Vegetables 32 1 2 Vehicles 77087 8 41113 War Robots 92186 9 55312 Warheads 5630 5 1877 Water 20 0 0 Wheat 23 1 2 Wine 182 4 49 Wires 95 4 25 Wood 350 1 23 Zinc 250 0 0
  10. Thanks. I'm playing on a server so no such luck. Good to know, even though it's not what I wanted the answer to be. You'd think factories and mines in other sectors could just tick once in a while and give up some precision to save a ton of CPU/RAM. :/
  11. I understand the relationship between supply, demand, and price. What I want to know is if/how the numbers listed for supply and demand for a good/product relate to a number of units per time that will be bought by NPCs. For example, say I have a factory making widgets. If demand is 100 and supply is 25, does this mean that NPC freighters will buy (for example) an average of 75 widgets per hour? I ask because when I have a factory in a sector I want to know how many upgrades to put on it so that it will meet demand but not end up with a big overstock that I'm stuck with and wasting money. Since you can't reverse an upgrade if you put too many, and you are losing potential profit if you put too few, it would be super useful to be able to figure this out as you're setting up a factory.
  12. I was hoping to build up a passive income by setting up mines at a bunch of the claimed asteroids as I explored across the map. However I've noticed after a few times that I'm now getting "sleeping" sectors with my mining ships in them. Does this mean that any sector with one of my stations/mines in it counts toward the server limit of "loaded" sectors?
  13. I'm next to a station and get a notification in chat with a sector link in it. I hold shift and go to click the link. Just as I'm doing that another chat message arrives, I click on empty space, and my ship fires all of its weapons into the station. Not cool.
  14. Playing on a MP server with a 10-sector limit, I have a fleet of 7 ships with xanion r-mining turrets and enough cargo to hold about 120k ores, and mining systems installed so that they empty out all the hidden ore asteroids. They loop back and forth between mining a sector and refining at a resource dock. All 7 are using the same two systems over and over, to minimize number of loaded sectors. When the sector runs out of ore, they all stop mining and jump to the resource depot sector. By the time they're done refining and jump back, the asteroids have replenished. I can tell when this happens because I get a sudden chat spam of "can't find any more asteroids" from them all at the same time. With this I've been able to extract about 20 million Trinium and 20 million Xanion from one sector within about 16 hours of leaving them completely unattended. (Plus whatever Naonite, Titanium, and Iron they get.)
  15. I should be able to find these easily after I've claimed them. I should not have to write stuff on paper outside the game, and I should not have to manually write a sector note for something like this, any more than I should have to write a sector note to find my own ships. Maybe typing "claim" into the search box should highlight sectors containing your claimed asteroids. (And a way for players to know this exists.) Or a tab in the I menu that lists out your claimed asteroids like the one that lists your ships, and has clickable links to them on the map.
  16. I have yet to find a list of who buys and sells what that is anywhere near accurate. Is there one that applies to the current version of the game?
  17. Thanks, I'll check #1. As far as #2, I'm using ctrl specifically for the matching functionality. It doesn't rotate the piece every time, and not until I let up on ctrl. So for example if I have a ramp piece with the diagonal facing upward, when I press ctrl it resizes the connected face to match, and as long as I keep holding ctrl until I place the block it will place in the orientation I started with. But if I hold Ctrl, then don't place the block, then let up on Ctrl, sometimes it will then rotate the block so the diagonal is facing the front of the ship, for example. Edit: I checked, #1 is correct, mouse scroll changes material. I'm sure it was happening while I was zooming in/out. Thanks! :) #2 and 3, as far as I can tell, Shift only changes the dimensions and Ctrl attempts to match the orientation/rotation as well. (It can work pretty well for some blocks like the twisted corner. It doesn't seem to work when I hold ctrl over a rectangular face while trying to set a pyramid block with only one rectangular side. You'd think that would try to match up the two rectangles.) And yeah when you go to paste something in, have your mouse over empty space to avoid the auto-rotate problems.
  18. When transferring cargo or crew, I can never tell which ship is supposed to be which one. Can we get a label/picture like this?
  19. 1- I'm in building mode and place some trinium blank hull blocks (wedge, etc) on the hotbar so I can switch between them without bringing up the menu. Then at some point during building they are changed into iron or naonite or another material. Same shape, just naonite now. I looked through the keys shown in F1 in the build screen and I don't see anything that suggests it would do this. Can someone tell me what key combination I'm hitting to do this? 2- Another thing that happens in building is sometimes when I hold ctrl while placing a wedge, at some point during this process it rotates the piece. When I let up on ctrl it's suddenly facing a completely different direction and I need to re-rotate it to use it again. 3- One other question: what exactly is supposed to be the difference between Shift and Ctrl? Thanks in advance for any answers. :)
  20. Being able to loop to other points would help too. For example: 1- mine 2- refine 3- loop >>>1 (until no more asteroids to mine) 4- jump to [another sector] 5- mine 6- refine 7- loop >>>5 (until no more asteroids to mine) [etc] As far as validating jump orders, there is a validation check when the order is initially given, which checks within the context it was given. I think the key is to not send the whole order chain until it's actually ready to be sent. When an order is changed/deleted, it should be possible to validate the chain from that point on using the same (or an equivalent scripted) function. (Assuming the mod API gives access to the map and ship data necessary to perform a check. I haven't looked into modding yet.) Instead of sending each command as it's selected, only send the whole chain once it is all validated. Definitely a lot more work to add that little bit of functionality though.
  21. Helps with what? I think you replied to the wrong thread.
  22. After spending way too much time going: F9, Click Next Station, F, Click (stop typing out the message, just go), Click Bulletin Board, Escape I decided it would be amazing to have a system upgrade like the trading one, that showed all nearby bulletin board missions. I like the subscription idea too. The process of looking for a mission you want to do becomes a GUI grind and feels more like a data entry job than a game. (Using the F9 screen is how to go through a sector with a bunch of stations in it without losing track of where you've already checked.)
  23. I would add "run away and warp out of the system" for those ships that are unarmed. :)
  24. Once a sector is scanned by radar or deep scan, that information (yellow or green dot) should be part of the player's map permanently. This is especially important when commanding fleets from across the galaxy.
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