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Hammelpilaw

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Everything posted by Hammelpilaw

  1. Please add client and server logs to make other people able to help you. Without logs and only code snippets that is very hard.
  2. Let me improve the comments of my example mine.lua: local MyModTemplateFindMinedAsteroid = AIMine.findMinedAsteroid -- Save original function in a local variable function AIMine.findMinedAsteroid() -- Override original function; we still have it in 'MyModTemplateFindMinedAsteroid' -- Add some custom code here... if myCustomVariable == true then -- When this is true, skip searching for asteroids, but do not throw warnings to player noAsteroidsLeft = true noAsteroidsLeftTimer = 10 * 60 -- ten minutes ShipAI():setPassive() else -- Execute original function, we stored before -- You could skip this to completely override it, but that may decrease mod compatibility to other mods. Sometimes its required though MyModTemplateFindMinedAsteroid() end -- Add more custom code here end I think that should make it clear. If not feel free to ask.
  3. If you just want to change the existing mine command, yes. You dont have to modify these: data/scripts/entity/craftorders.lua data/scripts/player/map/mapcommands.lua You can simply overwride just the mine.lua like I did in the attached example. This will modify the vanilla game file. All other scripts and the game itself will use the modded script this way. miningExample.zip
  4. Ah got it. Did anything wrong yesterday. As far as I can see you can reproduce even easier. Let me describe this a bit more accurate: Have a ship with 30 blocks or less Be outside of the ship (drone or in another ship) Enter build mode (neutral) Ship is not visible Some weird behavior: Add blocks until ship has 31 blocks -> ship appears Remove one block -> ship disappears Block type, size or material does not affect it It is not related to newly founded ships or so, only to the block amount.
  5. The new client frame log is bugged on windows. Backspaces in windows paths mistakely escapes the following char, wich leads to a parse error: SyntaxError: JSON.parse: bad escaped character at line 59184 column 89 of the JSON data Here the related line of the file (file is too big, can upload with external tool if required): {"pid":1,"args":{"selectable":"yup"},"ph":"X","tid":1,"ts":27104521,"dur":12,"name":"S:\Games S\Steam\steamapps\workshop\content\445220\1722256729\data/scripts/entity/sectoroverview.lua"},
  6. I can confirm this issue. Often had it by myself, but it does not always happen. I can not reproduce yet... Never tested if the ship appears when disabling neutral mode.
  7. Hammelpilaw

    [MOD] TrashMan

    The author has not been here since 2017.You could just add him to credits and mention that in the description.
  8. Hammelpilaw

    [MOD] TrashMan

    Awesome :) Planning to update it for workshop mod support?
  9. Isnt patch live yet? Steam doesnt fatch this update, still on 0.23.
  10. My MilitaryMissions Mod may help you to create your own missions. But the new workshop mod support may affect changes to all of my mods, so I cant sy how it will work in future yet. https://www.avorion.net/forum/index.php/topic,4903.0.html
  11. This is awesome. Thank you very much for all your work :)
  12. This even works for stations, some people use this behavior to move asteroids between sectors.
  13. Thanks for sharing your ideas. Although I did not publish any update to this mod for some months I still plan to highly improve it in future. Im very sorry to let you wait so long for updates, but right now a lot of new stuff is annaunced to scripting API, like Steam workshop mods. So I currently focus on the upcoming worshop mods, not on adding new features, but they will come - sooner or later.
  14. The 2 formulas do 2 different things. relationschanges.lua only handles killing traders, the C one handles damage on npc entities. Im not sure if the C one should be move into scripts... thinking of performance when every shot takes a lot more calculations via scripts instead of compiled C code. Wouldnt it be enaugh to improve the C code? Wich leads back to the bug report.
  15. Thanks for reporting. Its a known issue, also the wormhole guardian got any issue, but did not look at it yet. Currently I focus on updateing my mods to the the upcoming workshop-mod support. This mod will also be updated to be compatible with workshop. https://steamcommunity.com/id/Hammelpilaw/myworkshopfiles/?appid=445220
  16. Giving an npc ship even one shot inside the barrier with endgame weaps does -200k or more. And regain relations by selling asteroids is not possible once all asteroids are sold. Sorry offtopic, thats just what I think when talking about relations... maybe we could sum up some relation issues and then report it.
  17. Awesome roadmap - thank koonschi :)
  18. I can confirm this very rare issue. But I have absolutely no idea how to reproduce. Its been ingame for months or years, cant say. Its some months ago it happened last time to me. What I can say is, that when the sector gets unloaded and later be restored from disk, the station will work again without any issue. To me it did not seem to be related to the maximum cargo, I remember having same issue with much more then 100 goods. But I may be wrong... its long ago. Could not confirm this on player stations yet, only on npc stations. Although it does not mean for sure it does not exist for player stations.
  19. This topic is now also available on the wiki: https://avorion.gamepedia.com/Supported_Mods Please help us to keep the wiki page up to date. A wiki is really awesome for sharing informations about a game, we still not use/update it enaugh. Edit: if you have questions or suggestions ragarding the new page, you may reply to this topic.
  20. Updated mod for Avorion 0.21.x
  21. You still can use the refined mining/salvaging lasers. But hmm... well maybe the efficiency of refined laser is reduced a very little bit too much... I think an efficiency for refined mining lasers like 20-50% sounds good, and for refined salvaging like 7-24%. At all I really like the efficiency bonus of the raw laser compared to the refined ones. But ingame it looks like that: when starting in a new galaxy you have to farm material the hard way cause cargo for raw materials is rare, credits for turning it into refined resources is rare too. This means it will be harder to start in game. But in endgame, you got a lot of cerdits, cargo, and can easily install the transporter upgrade to let fighters do the work for you. With even more efficiency it will buff you in endgame, but nerf you in early game. This may be lead into the wrong direction since endgame is already much to easy. Yes I think this may still need some better balancing, but the idea is really great. Will think about it on the incoming weekend :)
  22. Confirming, few days ago I lost my fighter and found them in another sector.... they flew threw a wormhole.
  23. Also happens with only unlearned on a small ship, could eaily reproduce in a test galaxy.
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