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Hammelpilaw

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Everything posted by Hammelpilaw

  1. Nice idea. Did not really try this the new materials at all, but sounds great :)
  2. What do you mean with fluctuations in the crew? However, yes it looks like it resets/loses focus in update steps. Easy to reproduce, it always happens, not just in special situations. In case you cant reproduce please let me know. Edit: Wait... may it just happen when a crew member is leveling up? Did not test this this yet, just a thought... While Im having huge ships crew members often level up. Will do further tests tomorrow and let you know.
  3. New version 0.2.0 to provide compatibility to Avorion 0.21.x.
  4. Updated mod to work with Avorion 0.21.x and added. Added the new vanilla content.
  5. In the crew tab of the ship menu there are text boxes for adding/removing multiple crew members. These fields reset every few seconds to 1, its almost impossible to type anything there. The crew tab in the Transfer crew/goods menu when interacting with another ship also has text fields, to tranfer multiple crew members. These fields loses focus every few seconds, wich means the cursor disappears and you cant type anymore. To continue typing you have to focus the field again by lmb click.
  6. Ok good to know. I felt bad while reading this a lot in my logs ;D
  7. Sorry I meant increase likelihood of running into NPCs with fighters, their strength etc, I need cannon fodder to test against :) Maybe the Xsotan option for fighter carrier will be enough. Ah you want more enemies with fighters. Sounds interesting, maybe ill implement it. Right now there are only options to reduce enemies fighters... primarily not to make fights easier, but to save performance (on server and client side).
  8. I'm just doing some tests in an offline test galaxy, testing a new mod and doing lot of stuff with entitydbg.lua. Some server hang ups from manually generating stuff in a sector spams the devs with crash reports. 2019-02-24 11-02-01| Hang of at least 30 seconds detected, sending stack trace 2019-02-24 11-02-01| Sending crash report ... 2019-02-24 11-02-02| Crash report sent successfully! When starting game after turning off crash resports in server.ini the game turned them on again. Maybe it would be helpful not to spam reports from modders test systems by let them turn it off.
  9. Thanks. I hope your familiy is fine again. Welcome back to Avo. You talk about buying fighters at equipment docks? I usely build my own fighters at fighters factory, and then make a blueprint of it. This way you can lot of ships full with fighters. Or did I misunderstand you?
  10. I just published this mod in forums. Version 0.3.1. Compatible to Avorion 0.20.5.
  11. Clients doesnt fetch the update. Still on 0.20.4 on stable- and beta branch.
  12. Holy... updated this mod few weeks ago and forgot to publish here, Im sorry. Released version 0.1.4 to provide compatibility to Avorion 0.20.x.
  13. It's very late but still better then never I think. I just released mod version 0.1.3 to provide compatibility with Avorion 0.20.x. The new filter functions are still on the roadmap, please have a little more patience.
  14. Custom Craft Orders This mod is a resource for modders to add custom ship orders to the game. The new ship orders will be available in the order menu when interacting with a ship by pressing `F`. Installation Add the following lines to the very bottom of the file `data/scripts/entity/craftorders.lua`: CraftOrders.removeSpecialOrders = removeSpecialOrders CraftOrders.checkCaptain = checkCaptain local status, CCO = pcall(require, 'mods.CustomCraftOrders.scripts.entity.craftorders') if not status then print('Mod: CustomCraftOrders - failed to extend craftorders.lua!') print(CCO) end Then copy the content of mods `Avorion` directory into your local `Avorion` directory. Usage Open the file `mods/CustomCraftOrders/config/CCOConfig.lua`. There are 3 tables to modify the game: Config.Settings Some mod settings only affecting this mod itself (not implemented yet). Config.CustomOrders Add informations about your custom script. The example in the config file will help you. The mod needs the following three informations for each order: `title` - The ingame title of the mod. Do not translate yet, the mod will do it for you. `mod` - The directory of your mod. When the path is `mods/YourMod` you have to set this to `YourMod`. `fnc` - The function to execute the related order. Must start with CCO Create your script containing functions to execute when the player presses an order button. The script name and path must be: `mods/YourMod/data/scripts/entity/craftorders.lua`. Do not forget the `data` subdirectory, watch FAQ for more information. The content of this file could be something like (function name must match `Config.CustomOrders.fnc`): function CCOYourExampleOrder () -- Add custom order script to ship if onServer() then Entity():addScriptOnce("mods/YourMod/data/scripts/entity/ai/yourExampleOrder.lua") end -- Or do anything else... more docs coming soon end Scripts you add to the craft must be in the directory `mods/YourMod/data/scripts/entity/ai/`. Always replace `YourMod` by the directory of your mod. Config.DisabledOrders You may want to disable some of the vanilla orders. May be useful when modifiying a vanilla order, you can create a new one and simply hide the vanilla one, so you must not modify any game file. FAQ Why must my order mod be in a data subdirectory (mods/YourMod/data)? This is beacause some vanilla functions expect every order to be in a `data/scripts/entity/ai` subdirectory. Are the new orders also available on map? No, these orders are currently only available via ship interaction menu (F). (Watch roadmap) Roadmap Make orders available on map Add order chain support Implement sorting of orders in menu Changelog 0.2.1 - Support Avorion 0.21.x 0.2.0 Initial release CustomCraftOrders-0.2.0.zip CustomCraftOrders-0.2.1.zip
  15. While modding the craftorders.lua I got two problems with the function removeSpecialOrders(). local function removeSpecialOrders() local entity = Entity() for index, name in pairs(entity:getScripts()) do if string.match(name, "data/scripts/entity/ai/") then entity:removeScript(index) end end end 1. The function is local, it should be in the namespace instead to overwrite it in other files that extend craftorders.lua. 2. if string.match(name, "data/scripts/entity/ai/") then should be replaced by if string.match(name, "/scripts/entity/ai/") then to remove order scripts in "mods/mymod/scripts/entity/ai/" too.
  16. Thanks for the updates koon. Im just curious, how did you reproduce this issue? Must be some crazy moment when you realise you really reproduced it ;D Also thanks for announcing the update for the stable branch next week. It helps me a lot to prepare my server for the update cause I need to adjust my modpack.
  17. Hi, internally I updated the mod to 0.20.x. Currently I am very busy in RL, also I have to push my server to 0.20.0 soon wich means I still have a lot to do with my modpack. But at all the project is still alive, it just needs some more time. I guess Ill update the mod to 0.20.0 next weekend. Initially I planned to implement the new filter with the next update, but this will still need some more time. Thanks for your patience. Ham
  18. Nice, thank you! In some tests few months ago I could not confirm the x+1, it seemed to be just be 5 on multiplayer default setting, not adding one for the current sector. Did not do further tests though, but I think the few tests I did were accurate. Btw: Awesome mod, will try it sooner or later. Its been really missing in vanilla game.
  19. In a test galaxy I saw asteroids being pushed away from stations. Dont have further information though cause I was testing some other stuff. Well I dont even know if its a bug or a feature.
  20. New version 0.4.2 Updated mod for Avorion 0.20 Changed version for optional entitydbg.lua to match Avorion version
  21. Can confirm this issue. It sometimes happen on my server. There is any kind of issue in a sector. When you are in this sector and try to log in, or when you move into this secotr, the client freezes on loading screen. Deleting the sector files fixes the problem (no need to delete other sectors too). There is nothing useful in the logs. Also I dont know how to reproduce. But I backuped a sector, wich once had this issue. I can reproduce it by inserting this sector in any galaxy. If devs want to have the broken sector data for testing, please contact me (dont wanna publish it in forum cause it is from my live server).
  22. I did not reply for a longer time here, so its time to publish the current state of development. Thanks to all who did any kind of improvements. Espacially Valgrick and Bubbet did a lot of work to improve the mod. Currently Im still working on my modpack to bring my server back to beta brench, since I had to downgrade it to stable brench for getting my modpack work with the updates. This will slow down develpment for this mod a tittle. But at all there is a lot of new content for this mod, and it got to be upgraded to Avorion 0.20 (unbekannt1984 already worked on it, but I didnt watch the results yet). I will merge all of your improvements to an awesome new version of this mod, but I'll need some time for :)
  23. Just published version 0.3.4. - Bugfixing (thanks for the reports) - Improved performance of military outpost - Improved mod config
  24. Updated mod to version 0.4.1 - Fixed an issue where the Dreadnought may drop Avorion in the very outside of the galaxy I recommand updating it if you have this mod on a server.
  25. Updated mod to version 0.1.3 - Provide compatibility to Avorion 0.19.1 - Fixed possible exploits inherited from vanilla game using negative trading prices - Added new config to disable bought goods simulation on restoring from disk
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