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Azerik

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  1. Do these files need to be clientside as well as serverside? I'm trying to clean some of the junk out of my modpack and only have people install what they need to rather than everything.
  2. I think that is going to be my solution, I will run the max cargo back up a bit so unmolested npcs will help supply things, and then make it so it only drops a smidgen of the available cargo when killed/robbed. Unless someone finds a way to arm these guys and make them shoot back....that'd be the best punishment for pirates IMO.
  3. Yeah, I had found those lines when you guys were discussing it and I modified them already. The question, you just cleared up for me, was if there was any way to drop that 50% down to something else. I wonder if that line you found, you could either replace the amount with an actual number or adjust that 2 after the "amount" to b say, 4 so they only drop every 4th good or 25%?
  4. You'd slide off if there was something there. There is a set spot where you pop into a sector when you jump normally. No matter where you jump from, you always land there. (roughly the center I believe). When you teleport, it saves your relative position. So if you flew out 100km from the center, and teleported, you'd be 100km from the center in the same direction (and orientation) in the new sector.
  5. Important to note, there is a difference between jumping normally and teleport. Teleport retains your relative position *in* the sector. If you jump normally to sector X Y, then fly out 200km from the spawn point, if you teleport to x2 y2 from there, you will arrive in x2 y2 200km out from the middle.
  6. Do those only cover the stuff that is dropped or what the ship is carrying? My users seemed to think that it was the latter. While reducing the amount of stuff that they carry could deal with piracy, if it is also killing the amount that is being delivered to stations if the cargo ships are unmolested, then it's more of a problem. Really the end-game of Avorion isn't killing the Guardian, it's setting up your commercial empire (IMO at least), so I'm trying to walk a line that discourages piracy by my players, but still allows stations to be supplied. I'm hoping they come to realize that stations were meant to be mostly supplied by players, but until they do they are expecting npc traders to help out. If I could leave the amount the ships are carrying reasonably high, but kill the percentage they drop when killed, it would solve the problem. If I could ridiculously OP arm the traders, then the risk of death would also help deter piracy. I'm pretty sure that is in the ship generation somewhere, but my coding skills are 30 years out of date. I don't do bad with what I've done, but if someone with a better understanding of current coding and that has spent more time crawling through the code could aim me in the right direction...
  7. Is there any way to change the percentage of cargo that will drop from the destroyed ships? Is there a place in there that I could specify that the cargo ships are heavily armed? I've got a group of people that spend their entire playtime destroying the economy by hunting cargo ships, nd then complaining their stations don't get stock from npcs. I'd kinda like hunting cargo ships to be routinely fatal for the players.
  8. Because Kane was a brilliant person and put up the diff check... Unzip it. Change the name to remove the .mod, put it in your Avorion\data\scripts\systems folder miningsystem.mod.zip
  9. Thank you. I've spent most of this week scrambling to get things updated and fixed and such for our reset today. I didn't even find out until Friday that cargo shuttles only take 1 cargo at a time. There is *no* way I will sustain my production lines with that. Unless we can suddenly have a couple thousand cargo shuttles at a time. I won't be able to fully test things for a bit, but I'll let you know if there are any problems.
  10. If you own the server (or have file access), there might be options. If you are just playing on a server, you are stuck. Neutral zones don't spawn either pirates or aliens (I think aliens, maybe both), hanging out there while building helps. The only place I've seen that is utterly immune to either is the end sector of the Exodus quest.
  11. Single player or multiplayer? Single player, just put the following in your chat /run Entity():addScript("lib/entitydbg.lua") Click the icon that comes up, 2nd tab from the left, bottom option: Disable Events That will stop them entirely. Though you may need to do it with each sector you warp into.
  12. I'm stumped again. I added the last 7 factories I needed and the final good today. Everything is running without errors, but I can't spawn the last 7 factories either through the debug menu or by founding a station with a ship. The last good in the goodsindex also doesn't show up in the spawn cargo tab on the debug menu either. I've installed it locally, I've installed it on the server. I've double checked to see that the stuff *is* in the files in the game folders. Restarted my game totally, even snuck in a reboot on the computer. I even started a new single player world and still can't found them or spawn one in. Everything from the BBQ Sauce Bottling Factory on down is MIA, and so is Stuffing. Any ideas? See what I've missed? productionsindex.lua table.insert(productions, {factory="${good} Bottling Factory ${size}", ingredients={{name="Tomato", amount=50, optional=0}, {name="Fruit", amount=50, optional=0}, {name="Anchovy", amount=50, optional=0}, {name="Spices", amount=10, optional=0}}, results={{name="Brown Sauce", amount=100}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Rice", amount=100, optional=0}, {name="Spices", amount=5, optional=0}, {name="Vegetable", amount=40, optional=0}, {name="Chicken", amount=20, optional=0}, {name="Egg", amount=10, optional=0}}, results={{name="Fried Rice", amount=25}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Wheat", amount=1, optional=0}, {name="Egg", amount=1, optional=0}, {name="Water", amount=1, optional=0}}, results={{name="Noodle", amount=1}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Pork", amount=5, optional=0}, {name="Wood", amount=1, optional=0}, {name="Spices", amount=1, optional=0}}, results={{name="Pulled Pork", amount=7}}, garbages={}}) table.insert(productions, {factory="${good} Bottling Factory ${size}", ingredients={{name="Tomato", amount=20, optional=0}, {name="Wood", amount=10, optional=0}, {name="Spices", amount=5, optional=0}, {name="Sugar", amount=10, optional=1}, {name="Acid", amount=3, optional=1}}, results={{name="BBQ Sauce", amount=50}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Bacon", amount=4, optional=0}, {name="Bread", amount=2, optional=0}, {name="Dairy", amount=1, optional=0}, {name="Brown Sauce", amount=1, optional=0}, {name="Ketchup", amount=1, optional=1}}, results={{name="Bacon Sandwich", amount=5}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Sheep", amount=4, optional=0}, {name="Onion", amount=15, optional=0}, {name="Oat", amount=20, optional=0}, {name="Spices", amount=2, optional=0}, {name="Cattle", amount=1, optional=1}}, results={{name="Haggis", amount=13}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Noodle", amount=5, optional=0}, {name="Cheese", amount=2, optional=0}, {name="Dairy", amount=5, optional=0}, {name="Water", amount=10, optional=0}}, results={{name="Mac n Cheese", amount=7}}, garbages={}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Energy Cell", amount=5, optional=0}, {name="Water", amount=10, optional=0}, {name="Fertilizer", amount=5, optional=0}}, results={{name="Onion", amount=75}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Vegetable", amount=5, optional=0}, {name="Potato", amount=5, optional=0}, {name="Dairy", amount=2, optional=0}}, results={{name="Neeps n Tatties", amount=6}}, garbages={}}) table.insert(productions, {factory="${good} Bakery ${size}", ingredients={{name="Wheat", amount=20, optional=0}, {name="Egg", amount=5, optional=0}, {name="Dairy", amount=15, optional=0}, {name="Sugar", amount=10, optional=0}}, results={{name="Cake", amount=15}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Bread", amount=10, optional=0}, {name="Meat", amount=10, optional=0}, {name="Lettuce", amount=10, optional=0}, {name="Cheese", amount=10, optional=0}, {name="Ketchup", amount=5, optional=1}, {name="Mustard", amount=5, optional=1}, {name="BBQ Sauce", amount=5, optional=1}}, results={{name="Hamburger", amount=1}}, garbages={}}) goodsindex.lua goods["Sushi"] = {name="Sushi", plural="Sushi", description="Select cuts of raw fish on rice wrapped in seaweed.", icon="mods/pizzaplus/data/textures/icons/fishing.png", price=150, size=0.1, level=4, importance=0, illegal=false, dangerous=false, } goods["Pulled Pork"] = {name="Pulled Pork", plural="Pulled Pork", description="The second most magical product derived from pigs.", icon="mods/pizzaplus/data/textures/icons/magick-trick.png", price=169, size=0.5, level=3, importance=2, illegal=false, dangerous=false, } goods["Hamburger"] = {name="Hamburger", plural="Hamburgers", description="A ground meat sandwich.", icon="mods/pizzaplus/data/textures/icons/hamburger.png", price=7741, size=1, level=6, importance=0, illegal=false, dangerous=false, } goods["Fish and Chips"] = {name="Fish and Chips", plural="Fish and Chips", description="Breaded, deep fried fish with deep fried potatos.", icon="mods/pizzaplus/data/textures/icons/fish-smoking.png", price=300, size=0.5, level=4, importance=0, illegal=false, dangerous=false, } goods["Bacon Sandwich"] = {name="Bacon Sandwich", plural="Bacon Sandwiches", description="A sandwich of cooked back bacon between bread that is usually spread with butter, and may be seasoned with ketchup or brown sauce.", icon="mods/pizzaplus/data/textures/icons/sliced-bread.png", price=150, size=0.1, level=4, importance=0, illegal=false, dangerous=false, } goods["Stuffing"] = {name="Stuffing", plural="Stuffing", description="Bread based dressing originally cooked in the cavity of a turkey.", icon="mods/pizzaplus/data/textures/icons/fleshy-mass.png", price=65, size=0.1, level=4, importance=0, illegal=false, dangerous=false, }
  13. I'd be eternally in your debt if some intrepid soul could make this work again. I need to have the ability to run routes at a loss and this is the perfect mechanism for me.
  14. Did you install any mods? That would be the kind of help that you get here. Assuming you did, did you also install the mods on your client? That has been my experience for missing things. Though the gates should be there, maybe you started in a sector that just didn't have any? Uncommon, but it does happen.
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