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Splutty

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Everything posted by Splutty

  1. The thing is if you're building a fleet, you need to take into account the jump range of your fleet ships. If they're not following you, that's most likely the problem. I'm still not sure whether the recharge for a jump matters, it's kind of hard to test.
  2. That's a very familiar looking sphere! :D I would mostly just like to see blocks that actually let me build spheres, since currently that's pretty much impossible unless you want to create a million blocks. :o Creating diagonal thin blocks is also nearly impossible without resorting to needing a ton of blocks. |\ \||\ \||\ \||\ That seems to be the only way to do it now.
  3. You do realize it's just one guy coding, right? :) ;D But on the ship disappearing issue, do you mean it's gone from your fleet list? Because if it's still in the fleet list, you can always get it back in single player. If you're not in the sector it's in, go there. This command will let you get into the targeted ship. (Do NOT do this from a moving ship, since it will keep going at the speed it's going at and also 'disappear'). /run Player().craftIndex = (Entity().selectedObject).index
  4. No. It isn't. Also you can't jump ships to a sector you're not in. All commands are handled server side, and will need to be added to the command allow list to even work in the first place.
  5. Some tips to use AIs. The one that just sits there I don't understand, I've never had that problem, unless it's stuck on something (check for that). Mine work just fine for at least the moving part. For guns: Put them around your center of mass on the sides of the ship. Unlike us players, the AI will never point the tip of the ship at an enemy, unless by accident. Keep your AI ships relatively small and mostly cube/sphere shaped. For an example of the ships I use as system defenders (and doing a damn good job of it), check my thread in the Building forum.
  6. Another tip: If 90% of your ship is the same colour, do a search and replace in the XML file instead.
  7. I always try to put in the block already painted :) But I guess that's a little late for you. ;D
  8. One of the most annoying features in Windows, ever. It's the cause of almost 99% of the so called 'driver crashed and recovered' type of bullshit, which screws up all sorts of things. Not only games, but also Firefox, all scrolling OpenGL based applications, DX renderers, etc. The other 1% is actual hardware failure (Or closer to 0.000001% probably :D
  9. /seed as admin should give you the galaxy seed. It's also in the galaxy config files. If you're running this in singleplayer, you can cheat and still complete it by just using /teleport
  10. Just ignore the delay and keep painting, the blocks will catch up, or at least that's my experience :)
  11. The ability to copy the dimension stats of a block and 'paste' them when you've selected a new block type.
  12. If any of the locations for the Exodus quest is actually on a rift island, then that's a bug.
  13. Another tip, if you want to do some post processing on your screenshots, is to use alt-prtscr and then create a canvas from the clipboard (in Photoshop, or Gimp, or Irfanview, or whatever). This actually pastes a bitmap, instead of a compressed jpg/png image, so if you want to resize stuff, it's going to be more precise.
  14. Yep! But these guys had a shipyard close to where I wanted one :D
  15. Another way of gaining reputation is to dodge all their ships, and kill the pirate invasions. You'll get positive rep with them if you do, and then once you hit "Mistrustful" try and find trading posts and resource traders from that faction. Buying and selling also raised your reputation with them. I've actually managed to befriend some pirates that way :)
  16. One of the biggest issues with spherical ships is that you don't get 'easy' ratios. My base design right now is all spheres, which I can just plug and play together, but the original design took some math work to get right :) So the rib ratios I'm working with on the different blocks are 1.08, 2, 2.61 and 2.83 :)
  17. There are a few factories out there, and a few trading posts that make them. But I have the production line in my home system :)
  18. I end up using the shiny reflector blocks. They also look nice as an added bonus! And the rich stone ones can also look really neat.
  19. Splutty

    Server Crash

    So far I've had one crash that had this problem as well after the patch. Better than the crashing every 6 hours or so on mutex problems :) At least this time the server had been running for 2 or 3 days. I saw someone else has this crash reliably on loading into the game, with a galaxy where it happens attached, so hopefully something can be figured out.
  20. So I first started noticing this bug when I sold something to a station that wasn't full, but the stock never updated. Running my automated hauler script, I ran into this same issue again, only this time my hauler would just keep hauling stuff to the affected factory. After some digging, I narrowed it down and started putting in some debug messages. So this is what I eventually ended up with: Fri Mar 24 11:26:21 2017| Calc MaxStock: space/3646.1279296875 goodSize/0.5 round/73 Fri Mar 24 11:26:21 2017| Calc MaxStock: space/3646.1279296875 goodSize/0.5 round/73 Fri Mar 24 11:26:21 2017| IncreaseGoods(sold): Solar Power Plant I/Energy Cell/delta 4/current 7292/maxstock 7300 Fri Mar 24 11:26:21 2017| IncreaseGoods(sold) current after added cargo: 7292 Turns out that the max is rounded, and in this case, rounded UP. So there is actually only room for 7292 energy cells, but the MaxStock returns 7300. So it'll keep trying and trying to add 4 at a time, which goes fine everywhere, except at the actual adding part, because that's the point where the storage is full. For my factory, this means that there are *always* 12 ingredients missing. So my hauler keeps hauling and hauling and hauling. The code that's causing this is in tradingmanager.lua if space / goodSize > 100 then -- round to 100 return math.min(25000, round(space / goodSize / 100) * 100) else -- not very much space already, don't round return math.floor(space / goodSize) end This causes edge cases to be rounded up, this triggering the never filled stock problem. I can only imagine this is done so it looks better, since there is no actual reason to do this. How I've 'fixed' this, and still not have it end on a weird number, is to not do it in 100's but in 10's and round DOWN. This also gives a bit more leeway to relatively low cargospace vs relatively high volume goods. So then it looks like this: if space / goodSize > 100 then -- round down to 10's return math.min(25000, math.floor(space / goodSize / 10) * 10) else -- not very much space already, don't round return math.floor(space / goodSize) end This needs to be done both on client and server side, otherwise the client side interface will still show the 7292/7300 constantly (until these goods are used up, and it'll just be 7200/7300, which looks even worse :)
  21. Do you have the same issue if you do a 'connect to LAN'? I'm very curious what's causing this, since multiple people seem to have this problem!
  22. AH hello they are not caption less!! I often have 2-4 captions on my guardian ships and I leave there TO PROTECT!! The AI is just to stinkin stupid. IRL even the most worthless of Captions know to obliterate the loser attacking a defenseless station!! Did you set them to attack enemies? And get some smaller ships with good weapons :) And if you want to cheat, you can always /teleport to the sector. But if your station is under attack, that would also mean there's another player there, which means your ships are active, which means if you have defensive coverage with ships set to "Attack Enemies", and your factory has some decent shielding, you should be fine.
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