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Splutty

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  1. Thank you guys for keeping this alive. I've been otherwise busy on a lot of things, and don't actively play Avorion at the moment, although I'm sure that will change again in the future :) Glad to see people are still using my mod, even though it's mostly been rewritten by now it looks like. ;D
  2. I've added your message to the original post for now. Thanks for updating things in my absence!
  3. Good to see people provide updates for my mod while I was AWOL :) I'm not sure if I'm coming back to Avorion any time soon. This mod was the thing I wrote while I was stuck sick at home, just to see if I still could. It was mainly meant to be used by myself, but I decided to post it. Good to see people have been using it and thanks from everyone for those who modified it to make things work with newer versions!
  4. There's a list of all the stationscripts used in determining what's a station, so that should be easy to do, as long as Laser has a script that defines the combined station as an actual station.
  5. If you use the / commands to control your ships, the mod shouldn't interfere with any other mods at all, since it doesn't modify any source files. Not sure which mod you mean that gives problems, though :)
  6. Makes perfect sense to me. How would a hyperdrive blocking field distinguish between friendlies or enemies?
  7. It must be some other mod interfering with mine, since there's no way my mod uses up any sort of significant CPU even with 100 haulers. (And yes, I've tried that :) So not sure what's affecting it. But each sector only has 1 ship building the actual list, and if it fails that it'll try to rebuild it in increments of 5 seconds, and the rest basically does nothing and will also increase their polling interval by 5 seconds up to 60 seconds. So the most impact you can possibly have is one goods rebuild every 5 seconds if there's nothing to haul (and with my system with 50 stations that takes a very short time), and one inter-object call for each of the haulers doing nothing every 60 seconds. If they actually *are* doing something, they do a check every 5 seconds if the previous step has finished, and kick off a new flying or docking step. That's about it. I can't see how any of that has any impact. I'll build some timings in my next version, though. Always interesting to see what might be causing this sort of stuff :)
  8. For completeness sake, this is the bit of code that Laser and I are talking about: function setProduction(production_in, size) factorySize = size or 1 maxNumProductions = 1 + factorySize maxNumProductions is used to determine the maximum amount of productions the factory can run at the same time, so it's completely dependent on the size of the factory. Try cloning an XXL Solar Power Plant, and you'll see what we mean. ps. How this ties in with your original question/suggestion: We just need to be able to make player stations different sizes! :)
  9. Do they have weird stuff sticking out of them? In that case they're infected by Xsotan and not claimable anymore. And if you're playing on a server, someone else might have already claimed and sold them.
  10. I end up organizing them in the folder itself, and immediately renaming the templates I want to use to an actual template name that isn't the name of the ship, so it doesn't get cluttered with autosaves. That's about all you can do right now. Sorting, Renaming, Folders, all those would be great to have, though. The same for build templates, actually.
  11. The game actually does do this. Depending on the size of the station you will have more max production slots, so they will produce more. An XL station will run 4 productions (might be XXL), whereas an S station will only run 1.
  12. Read the notes about the asteroid mod, and make sure you have the same versions on client and server, and read the notes about the different installs for client and server if you're running them separately.
  13. That's because most mod coders make no such distinction, and just have you install it on both the client and server. For Single Player games, that's exactly what it does as well, with the difference that the server install and the client install actually *is* the exact same install. As I said, everything that makes changes to the UI needs a client component. And most mods don't bother making two different files for client and server.
  14. the function is not safe related to your concerns, as every invoked function should be prepared for invocation and you could produce errors with wrong parameters or timing ... BUT i think thats not really an issue, since a normal function call can fuck up the same way! plan the functions, invoke only functions that should be invoked and which have onClient() / onServer() conditions ... with producing "bad" code you are always at risk of corrupting things in the game... and invokeServerFunction is just essential to use, since many important function/properties are not available client-side I totally agree that invokeServerFunction is essential, but it would be good to just implement some sort of 'flags' or 'labels' in Lua for the functions that can be invoked. Like public/private but in the client-server terms. Doesn't exist, will never exist, is impossible to do in LUA. Since that's simply not how LUA works. LUA is a single pass script interpreter, basically, and the invoke functions are something that is implemented in Avorion and not standard LUA. LUA has no concepts of objects, private or public functions, or anything like that. Even 'worse' from your point of view is that you can actually store functions in variables, and call them through those variables.
  15. Glad I could help out. This one had me frustrated as well, until I started experimenting a bit, and putting my thoughts to the test.
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