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NexusNull

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Everything posted by NexusNull

  1. Thanks a lot dude. If you want I can update the newest version with yours. Also, my last exam is on the 22th of September so I will start doing work after that.
  2. I haven't been active in a very long time here, I am still in my exam phase so I don't have much time but after I am done with that I will return and get some new stuff into my mod. As for other people who want to add/change things of the Mod, you are welcome to.
  3. Sorry to hear that, that probably means there is something broken in the new beta version. Next time you experience something like this don't just say something isn't working, post the error log. Without an error log I can guess the error. (I am not good at guessing) Yes there is, you have to do it manually. You have to follow the instructions under "With other mods" in "Installation/Download". I am working on a way to make this easier for people installing my mod but so far not a lot of luck.
  4. Well, after update you have to reinstall the mod. Updating the game overwrites the hooks, so you have to rewrite them. So just reinstall the mod and it should work again.
  5. Sorry but I am currently a bit hung up on my exams, which is why there weren't any updates or replies. After next Friday I will continue developing.
  6. I am currently working on the new version, though it will take a long time to finish. I got lots and lots of other stuff to do which cuts my time down quite a bit. I think the easiest solution would be do implement a linear loss in mine returns e.g every five minutes your income gets reduced by two. So this means that at the end your mines would only last for 1 hour and 40 minutes, configurable of course. So now to the things I have planned in the future. Currently mines are pretty boring, you just fly up to them, pay so credits and you are set for live. Now the idea is to make every mine something special with you can interact and upgrade. Upgrades would cost materials, credits, goods and time. Some of the Upgrades I am planning include: Production speed - (faster generation of resources) Resource variety - (mine also generates resources of lower tiers) Jump drive - (mine is able to jump to a neighboring system) Market - (set products to trade with traders) Upkeep reduction - (reduces the cost at which the mine operates) I am open to suggestions as always.
  7. Yes it does work with the beta version.
  8. uhm, I already implemented that. The newest version should fix some bugs. I think I will go to git soon.
  9. Just delete those lines. Sector():addScriptOnce("sector/relationchanges.lua") Probably got in there while I was using another mod. I try to minimize that in the future but it happens sometimes.
  10. Updated to Version 1.1.
  11. Do you have any log files? If there is something wrong I might as well look into it.
  12. There are still issues, luckily I found one on the server and was able to solve it immediately. It seems that sometimes players don't get initialized, so the mines they claim cannot be saved to their player data. The fix will be out this evening.
  13. Yes our mods are very similar, though they have been developed independent. I guess that is what happens when there is little communication between modders.
  14. You are mistaken, I do not change the claiming mechanic. It is either a non claimable asteroid or somebody else changes this behavior.
  15. Oh don't mind that I forgot to remove that.
  16. I started this mod earlier but I have other things to do so it took today to finish the rest. The "*" is not for a quantity is is for 1000.
  17. NexusNull

    [Mod] NexGenUI

    Version: 1.1 Needed Install: Clientside This mod is still in beta so expect bugs and tell me about them. I want to tackle a specific problem with this mod. After some time when you reach the level to build stations you will probably want to move crew and cargo around. In vanilla Avorion you can only do this one by one. Also the Ui does not give you enough information. It takes minutes to find the specific good you want to move and more time to move it. So what does this mod do? Well, it adds more Icons and buttons to the "Transfer Crew and Cargo" screen. It also tells you if a specific good is illegal or dangerous. It extends the amount of crew you can move at once and at what level your crew is. Features: Improves the permission GUI with another list box and sorted names Improves the transfer crew GUI with profession and level Icons adds Icons to cargo that show the cargo itself and if it is dangerous coming features: Images: Installation/Download
  18. I will probably update later this day. I want to deliver the fix for the other bug with it. Also I am working on another mod that has to be finished too.
  19. Ok, I am not sure but I think it is a bug in Avorion. Why do I think that? Because it seems that Avorion is not starting the player events for you either. Which means your game doesn't run updateServer in eventscheduler.lua. I guess my workaround would be to implement my hooks elsewhere. Are you ok with joining me in discord today? I know its bothersome but I want to fix this.
  20. I really tried to recreate the bug, but it just doesn't stop working. So instead I implemented the debug feature you wanted. http://nexusnull.com/MineCorp/versions/MineCorp.DEBUG.zip Install this, enable debug in config and tell me if it looks like this.
  21. yes. If I remember correctly 100 is 1 km so you can base your calculations on that.
  22. I got in contact with him, but The problem resolved itself after a jump into another System. The server I am playing also has this mod, we had issues in the beginning but everything was fine after some time. I will start a test server and look into it.
  23. ^^ I just read your comment, you cant expect me to fix something in 3 minutes. I will take a look at it.
  24. The next update is going to be a stretch, I am right in my exam phase and I really need to study. I will try to push out small updates though.
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