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Rinart73

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Everything posted by Rinart73

  1. I would rather have player designes built as usual ships on shipyard. But shipyards could have 1 or 2 bonuses that depend on server seed. And if shipyard had some amount of consumable goods (that it buys), it would apply these bonuses on a new ship. Consumeable goods for shipyards would make sense then People would use shipyards more often in order to get these bonuses
  2. I've encountered this behaviour too. And from what I can remember, if you destroy enemy ship while flying an alliance ship, systems and turrets will be reserved for player and not the alliance.
  3. I guess it fits more in the "Translations" board. Also, I think not only German has this problem. Russian too.
  4. File "data\scripts\systems\miningsystem.lua" - line 101: renderer:renderEntityArrow(tuple.asteroid, 30, 10, 250, tuple.material.color) In the Docs look at the class "UIRenderer": renderEntityArrow(Entity entity, float width, float length, float visibilityThreshold, Color color, var distanceFromCenter, var layer)
  5. Avorion: 0.23 - Exploit is still there. Even though Exodus Key was reworked and now can be sold for only 2500, exploit still exists. You can get thousands of them via script editing (invoke function many times) and just sell a whole pack. Server doesn't even check if player has a key. And clientside checks are weak. My suggestion: When script drops exodus key, set a variable for a player with current server "online_time" + 1 day. And check it when player is trying to get another key. All other checks (inventory, nearby ships) are too weak.
  6. Avorion: 0.23 Full hull repair with no cost exploit - Still exists. Crew hiring exploit is still there too - server doesn't check if station has enough crew to hire. Can be fixed by editing "crewboard.lua" file, "CrewBoard.hireCrew" function. Replace this line: local pair = availableCrew[i] with these: if i < 1 then return end local pair = availableCrew[i] if not pair then return end num = math.min(tonumber(num), pair.number) if num <= 0 then return end
  7. Version: 0.23 Bug is still present - server doesn't check relations when buying/selling.
  8. Creating a tool that allows to create simple missions is not that hard. But complex missions or sets of them (like storylines) would be much harder to make. But it's possible in theory. Just don't think that someone will do it in the near future. For now you'll have to co-op with modders :)
  9. I decided to continue support for this mod. Version for 0.23+ can be found in Steam workshop.
  10. Good job. Good luck everyone in the new age of modding :D
  11. Ok, enabling it solved the issue. :) Probably will be a good idea to add a message telling people that they should enable it. Or just open bugtracker page in default browser if overlay is disabled.
  12. Version: 0.22.2 "data/scripts/lib/SectorGenerator.lua" - Errors in following functions: SectorGenerator:createSmallAsteroid(translation, size, resources, material) SectorGenerator:createBigAsteroidEx(position, size, resources) Following line: if resources ~= 0 then should be replaced with if resources then because "resources" is a boolean variable. Otherwise, even asteroids without resources will have "isObviouslyMineable = true".
  13. Version: 0.22.2 Windows 10 x64 I click it and nothing happens. If I remember correctly it should open a window where I could write bug description.
  14. Check the original thread for a new version. And please don't create new threads if some mod has bugs - post it in the mod thread.
  15. Ok, people reported problems - miners couldn't find asteroids, so I tried to fix this and update the mod to 0.22.2. I haven't tested it though. Fixed asteroids not having 'isObviouslyMineable' property (only for new asteroids). Updated to 0.22.2, merged vanilla changes. Fixed vanilla error when it checks "if resources ~= 0 then" instead of "if resources then" Repackaged the mod - just unpack the contents in the "Avorion" folder. BiggerIsBetter_Asteroids-1.9_0.22.2.zip
  16. In my opinion planets shouldn't be explorable, we don't need an ability to walk on them e.t.c. However it would be nice if planets (and also sun / other sector visual parameters) could affect sector stats - bright stars could increase energy production for all ships in sector, black holes would increase hyperspace recharge time, some planets would produce events / quests e.t.c And for the sense of immersion, planets could have random generated stats: name, faction (if they're habitable) e.t.c
  17. Rinart73

    How to use mods?

    Wait for an open beta 0.23. What you currently see In the workshop are mods that work on closed beta. They're for modders - we're checking that everything in the modding update works fine, learning and updating our mods.
  18. You have several options: 1. Use ingame "I found a bug" button in the menu 2. Join Avorion official Discord server and try to contact the devs there.
  19. That's fine, although stations really should have an option to go static or just inertia dampeners support. But when I tried to create a mod that would allow to found gates I realised that two gates teleported each other. At the same time o_o.
  20. Try this one (changed line 84) avorion-commands-v0.1.3.zip
  21. Avorion: 0.22.2 OS: Windows 10 x64 GPU: Nvidia 930MX Ship block damage highlighting is flickering when I'm rotating my ship in build mode. And from certain angles it just disappears.
  22. Needs to be installed on server side. Works on 0.21.x+. Several people reported that during the battle ships sometimes pick up Stolen Scrap metals, even though they have the "Don't pick up stolen cargo" setting on. This mod should help with this issue by instantly transforming picked up Stolen Scrap metals into "unstolen" versions. Installation 1. Unpack the mod archive in your Avorion folder (not in the "data" folder). 2. Open "data/scripts/entity/init.lua" and add the following code to the bottom of the file: if entity.isShip or entity.isStation then entity:addScriptOnce("mods/StolenScrapFix/scripts/entity/stolenscrapfix.lua") end Uninstallation It should be safe to uninstall. Just remove the lines you added during installation and folder "StolenScrapFix" folder from "mods". StolenScrapFix-1.0.0_0.21.4.zip
  23. Bump, because bug is still present in 0.21.4
  24. Avorion: 0.21.4 If you set WormHole 'enabled' property to `false` and then reload the sector, it will reset to `true`. Should it work that way?
  25. Tried on 0.21.4, but probably will work on any version. [*]Spawn 2 gates that lead in different sectors on top of each other. [*]They both disappear from the sector because they're being transported into each other target sectors. Please make so gates, ancient gates and wormholes can't transfer each other.
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