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Hammelpilaw

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Everything posted by Hammelpilaw

  1. Please add more informations about the servers, and add server logfiles. Without any information we can not help.
  2. Your logfiles does not show any issue. The client crashes without printing anything to the logs, and as intended in singleplayer game, the server is shutting down regularly when there is no client logged in. Can you try to reproduce while playing on a server? Or do you have any more informations?
  3. Afaik there is no Xeon Gold CPU with only one core, also 0GB ram looks strange... are you sure that it is a dedicated machine? Not a VM or cloud hosted root server? You may have performance issues if you really only have one Xeon Gold Core. Once I had 12 Xeon Gold cores and performance wasnt too good. Can you add more information about the server? The cleints seem to reach the server, but connections fails. Maybe some of the required ports are blocked, please ensure all relevant ports are open: 27000 - UDP & TCP 27003 - UDP 27020 - UDP 27021 - UDP
  4. It looks as if the whole team were working 24/7, so many updates and fixes, even on weekend. Thanks for your hard work :)
  5. You both should add client and server logs.
  6. Yes, you can set the mod as client side only in modinfo.lua. https://avorion.gamepedia.com/Writing_your_own_Mod#modinfo.lua
  7. Do you have "Buy goods" activated on your mine? As far as I know there is still a bug that prevents your own ships from buying/selling at your own stations when they are ai controlled.
  8. Did you configure the cores/threads correctly in server.ini file? Should be 16/8/8 (worker/generator/scriptBackground) for your machine. Please watch wiki to understand the numbers above: https://avorion.gamepedia.com/Setting_up_a_server#Multithreading
  9. Modify server.ini from workerThreads=1 generatorThreads=2 scriptBackgroundThreads=2 to workerThreads=8 generatorThreads=4 scriptBackgroundThreads=4 Should solve all your issues.
  10. Ok those ready made hosters may not be good enaugh to host Avorion. I recommand a dedicated server. However, you should find out how many cores the server has to adjust the server.ini. Please send us a server logfile, it may help to figure that out.
  11. Sounds like an issue in your configuration or too low hardware performance. Please give us some informations about your server hardware and show us your server.ini. Your issue is at least not related to any known performance issue from 2017.
  12. Its an issue in Avorion. My Haulgoods Mod fixes this issue as a side effect. https://steamcommunity.com/sharedfiles/filedetails/?id=1831470519
  13. Try this setting: workerThreads=12 generatorThreads=6 scriptBackgroundThreads=6
  14. Something looks wrong with your Avorion, you should try to uninstall Avorion and then use steam to install it again.
  15. The offline player protection seems not to protect entities with shields. How to reproduce: Have LogoutInvincibility enabled in the galaxy Player1 creates 2 ships: one with shields, one without shields Player1 logs off Player2 attacks both ships: the one with shields installed will not be protected, hull can still be penetrated This may not be related to the bug, but when talking about offline protection Id like to ask, why alliance ships are never protected at all? Is it a bug or a feature? When no player of an alliance is online, I think alliance entities should be protected too.
  16. Ah that works. Yeah been a lil confusing. But tested and it works.
  17. Update: Not a bug, just a change in scripting API thats not been announced. Since 0.25 createDirectory() does not work on client side anymore. Must be related to the security patch. Simple test script attached: Start a new galaxy Be on a ship Interact with any station It will print 'Create directory' in client log. When on Avorion <0.25 it creates a new directory: 'moddata/test', in 0.25 or higher not. MyAwesomeTestmod.zip
  18. I want to give some general feedback to the yellow flashing warning icons "Game simulation load" and "Sectors with your property aren't loaded". Server load I think a server owner may not want to share the servers performance data, so it should be possible, to prevent the server from sending these data to the client, wich should disable this icon on client side - at least for non-admins. Also the server load is not always correct. I did some tests on an Intel I9 9900k - this CPU has a variable clock (down 800MHz on low load in this case) wich falsifies the Server load in Avorion. Example: Have a sector and spawn ships until server load (when printing /status) hits like 55% or 60% - load warning pops up. In my test the CPU has not been on max clock, cause the CPU load was still very low. Then I started a CPU benchmark wich pulls every single core to 100% CPU load - clock switched to max and server load in Avorion (/status) switched from 55% to 35% while benchmark is running, the warning disappeared. This is really bad... The CPU load is still very low, but Avorion tells all users, the server is overloaded. I really do not want to show this to the players on my server, the player should not think "oh bad performance here, I better play on another server". If it helps I could sum up more detailed information about the behavior regarding the CPU clock. Popping the warning icon at 50% server load is not necessary. It should be enaugh to pop it at 75 or 80% server load. Frame times usely do not decrease much until server load hits like 80% on a good CPU. Unloaded sectors Having informations about loaded and unloaded sectors is really great. But in endgame most players have a lot of sectors and they know that not all sectors are active. To me it is a little annoying to always have a flashing warning sign on my screen. When having like 30 sectors with own entities in, it is not helpful to see the 25 sectors that are not simulated, you need to know wich 5 sectors are actually active. My suggestion is to move this information somewhere else in the GUI and let the player switch between show atcive/inactive sectors.
  19. Yeah I agree. Thats the reason why I did not put any work in any modlists or so since WS mods are live.
  20. Hi Shrooblord, First: Thanks for your work you put into this. With the workshop mods we now have lists and versioning for the mods. But we do not have an overview wich mod is still compatible, and wich mod in workshop may be outdated because steam dont know the Avorion versions, so I think it would be nice to have a list of supported mods. If you really want to maintain this list alone (watch the amount of mods in workshop, there are sooo many of them :) ) it would work with this thread. Using the wiki instead could make it easier for you cause other could help too. Im fine with whatever you decide to do.
  21. Awesome. Do you already have any information about how this will work?
  22. Take a look at example mods by koonschi, or some other workshop mods. Also take a look at wiki pages. Ensure directories and image name are correct.
  23. Yes, a whole workshop rework for this mod will definitely come, but will take some time. I have some other Avorion projects running before this.
  24. Before I switched my server from Windows to Linux lot of months ago, I had the same issue. But cant say if its a configuration or OS related issue.
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