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Fox

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Everything posted by Fox

  1. Fox

    Anchor Block

    As stated, it just lowers the problem, but wont get rid of it!
  2. after reading this topic it jumped to mind and i thought it was a nice idea to share: Why not giving stations an Anchor Block to make it completly immobile, like pushing with a ship or force turrets no longer affect them? Would that be even possible, since everything can be moved including big asteroids and such it seems? Canonical it could be based on the same principles as the Inertia Dampener, not sure if size should affect it since we speak about totals, either it can move or not, no in-between... On a 2nd thought it could be a possibility to prevent ships of players going offline to be pushed throught gates of non-PvP-Sectors (like stated here) if they could anchor them before leaving?
  3. Flew alongside these and can confirm, great work on the roundish shapes and details (the dreadnought featureing a whole City on top and such)... very nice work, more to come! And on the workshop ofc, let rain the thumb-up-buttons! 8)
  4. nice 2 see you & your work again, welcome back! ;)
  5. First one seems to be not possible from enigne-side, as stated by the Devs... Latter one is alrdy possible!
  6. There is, just build up an alliance to see all its members on your galaxy map!
  7. We were just wondering on our Server if this is an Client Issue, just Lag or a real Bug, and not half an hour later... WHAAM! Hotfix in the middle of the night!!! Thats dedication, thanks again Team!
  8. So Coal, Oil and Diamonds have their place now and all production-chains are available? Will it be buildable by players/alliances? Such caress anyways... [spoiler=happy Fox is happy] EDIT: Worth noting that Mobile Merchants can sell planetary goods aswell now?
  9. ??? "a little technical again, brace yourselves!" is well said, uhm... yeah, 'tis a pretty colorful picture there :o ...was all i understood i think, but that alone sounds good enought! Keep it up, excited what else the future will bring to the game!
  10. my guess would be that you made your 2nd ship from a shipyard, where you just need to check a box to get basic crew (including captain), while your 3rd ship was made in free space and thus needs to be crewed by you manually...
  11. over 70 templates sounds excessive IMO, but i know the level of detail you talk about here nothing bad in a little scrollbar or such, agreed with the former statements, good point, +1'd :D way to go until then is keeping "template" ship (could imagine like stickshippish with branches for the templates) nearby with easy-to-grab copys i guess? maybe one could outsource some from the menu like that... its not a beautiful solution ("Latin" can be quite beautiful for such cases it seems, i dont speak it, too, tho ^,.,^) for the issue itself, i know, but something i tend to use quite often, like nothing undoable neither...
  12. in that regard i would like to see some kind of bonus given for a weapon mounted on a "Fix-Rotation-Block"... like the only real useful way right now is if your ship is very small and nimble and its turnrate outclasses the turrets rotation speed... This would also give reason other than pure aestetics for mentioned selfmade VLS Tubes or spinal-mounted weaponry as suggested here... But there is always a fixed up or down relative to your ship, in biology you always count sides from the view of the subject you are watching... EDIT: Is that a bin bag on the wall you can see on Charless' Picture? lol...
  13. ??? as in, hold the right mousebutton to rotate the camera around your ship? You also can (i assume you talk about buildmode here) always change your focus to another point with the F-Key after selecting a given block. So a clear no, you are no way forced on any axis, just take a look at the workshop what wonderful stuff ppl can come up with (no way all flat and such)
  14. I still have no clue... Are you playing on a server, or playing solo? I'm not sure how this game handles mods on servers; what happens when there is a file mismatch and so on so to speak. I play local/solo, maybe this happens when playing on a server. Other than that, I really have no clue, I mean it's practically impossible for you to see the vanilla tooltip when you have a modified tooltip mod. Curious... I'll try to look around, mind you share your save file meanwhile? edit: I noticed how big the save files can get, so how about you start a new different game, check if the mod is working, and if it is not working, share that? Don't know what I can do with that, but as I've said, I am literally clueless as to why this is happening :( All feedback were provided from solo singleplayer gameplay... also tried to remove the backup file from the folder, restarted game and still same result... (it shows on the screenshot above because i put it back there AFTER testing) When i read the disclaimer window about compatibily problems with old saves and about changes to the shipfiles i thought "F*k it, my ships are saved and progress isnt much, lets start all new", and made a new creative galaxy in which i tested so far, so i guess there isnt much to help in my save-file... nevertheless, here you go: Click me hard! (it refused to let me upload the empty files blacklist.txt, group-whitelist.txt, ipblacklist.txt and whitelist.txt, hopefully that doesnt disturb functionality of the savegame) EDIT: OMG, now i feel so stupid... using version 0.12.+ instead of my old one helped alot... who had guessed... ... ty nevertheless for the effort and sorry for wasting your time :/
  15. - i freshly installed all used mods after the alliance update went live, including: Avorion Command Package (working) Clear Shields (working) Compass-like Gate Icons (working) Detailed Turret Tooltips (not working, as stated) findstation (not working) Fleetcontrol (not working) showdist (working) - the file in question is twice the size of the vanilla one and full of "lyr" comments (like you stated in the other topic), so im pretty sure i installed it correctly (it worked in the past, so pretty pretty sure), folder in question is within "steamapps\common\Avorion\data\scripts\lib\", as per instructions... - when installing the mod "collection" i followed the same procedures as before the alliances update, so i would exclude a different folder for mods in general (cant say from a coding point of view tho, just what i would expect) -removing the backup file from the folder had nno effect as expected Any way to provide more info for you to track down the issue? is there a way ingame to see which scripts are used at a given point (since the client-/serverlogs were inconclusive)?
  16. not blank, but rather the basic vanilla tooltips... and sorry i cant find anything related in my latest logs, actually there isnt a single line containing ".lua", neither in the latest client-log nor in server-log, even tho me uses multiple mods!? I backed up the original file as "tooltipmaker bckp.lua" and left it in the same folder, but i dont think that can be an issue, no? I mean like, it wasnt before...
  17. but we alrdy have? latest example would be on this:
  18. Because thats not the point! Creator was so nice to offer a solution while we waited for the mentioned vanilla function, and now asked for feedback on his project, which we delivered... Nothing more, nothing less...
  19. No, none will show, AI doesnt pick from the ships you subscribed to on the workshop... (at least for now, told to be a feature in the future...)
  20. Puuush for beautiful new ships and to express my thrill of joy for the very promising MMC Ships (havent tested em yet tho, but they look great again!
  21. Same here after fresh install on the new update, seems alot of mods got affected lately... The Gate Icons still working great btw! 8)
  22. i think you need extensive testing with the latest updates, only used the new ingame highlighting lately, so i freshly installed it over the newest build (0.12.7 r8782, stable branch) and ran into some issues: - config for galaxypath was no problem (not sure if still needed, tried anyways) - "/findstationui enable" resulted in expected "Search UI enabled", but no button on HUD appeared (even after reboot), "/findstationui" resulted in the same line, but no HUD - "/findstation <searchterm>" resulted in a search, but always gives 0 stations found (tried german and english searchterms, working with german localization, checked back with InGame Function) Hopefully its not too broken ;) EDIT: Pretty similar problem with your fleetcontrol, textbox said all fine after initialitation, but no Button neither HUD were to get... seems like you know alrdy from its topic, thought i mention anyways...
  23. Might be me thinking wrong here, but : wouldnt that mean four times the directional thrusters compared to engines (given 100% Crew Efficiency)? Since they divide their force to front and back (instead in all directions for the normal thrusters)?
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