Jump to content

dnightmare

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by dnightmare

  1. "Hell, it's about time!" I'd say. Finally got around and integrated the respawn mechanics (with the help from the friendly guys on Discord, thanks!) and updated the core files to be compatible with steam workshop. So if you prefer the easy one-click solution, just head over HERE and subscribe and maybe leave a like & comment, much appreciated! Fly safe o/ DNightmare
  2. Well it's based of the damage you do when salvaging with a valid license. 1.000.000 seems higher then what I have in the default config (should be 100k) but you should be able to get the missing experience from another scrapyard from the same faction as the experience is shared / tied to the factionIndex and not a single scrapyard.
  3. ScrapyardPlus - by DNightmare (it's actually by me, not Dirty like in your list :D But he has a plugin in MoveUI to support extended info from this mod inside his) The classical "Works on my machine" running 0.19 (and tested on 0.17 before that) So far no bugreports from other users or server-owners.
  4. You're welcome. Did some more tweaks and restructures. Nothing gameplay wise, so v1.3.2 users can skip the current release. It's more like some preparation work etc. (and learning travisCI ;D)
  5. yay for thread-necro but: I've fixed your issue and updated the mod along the way.. v1.3.2 out now :) Have fun.
  6. Dirty and me kinda fell into a black-hole called "Factorio" xD He's on track with updating the modpack again and i'll prolly take a look if something needs fixing for 0.15 over the weekend... maybe even make some progress on the events / respawning system
  7. Well yeah, the update replaced my hook / loading so that's why there were issues. On the flipside: ScrapyardPlus only extends the vanilla logic and saves to the same tables etc., that's why the extended timers will always be there and even work, once purchased, w/o the mod. (and why MoveUI works with and without my mod. No witchcraft needed) The things that got changed (faction-fixes and chat messages) were included in 1.3.1 while we were on 0.14.x Beta so everything should be running smooth. Will look into the details nontheless when back home. RL = real life :P doing 60-70hrs/week kinda takes away the time from modding and recharging my batteries. About the remote control: It's based on two "channels" which I use to communicate between player and the captained ships. You have to visit the systems where your fleet resides in to get the corresponding script attached, after that they report back if the system/fleet is active or inactive, etc. The UI will include a dropdown of all active ships + maybe a small plan-displayer so you see what is what. After selecting a ship you could select the possible command on the right side, a bit like in the PoC. About fleetcommand: I'll try and make mine work as hazzlefree as possible. If it's in a stable state, I'm looking into how to extend the options, or incorporate stuff form the other mod, we'll see... For now, my focus lies on ScrapyardPlus 1.4 and getting the events done. After that, I'll switch back to RemoteControl.
  8. Since a couple of versions, Avorion will keep the last X sectors alive when you leave. For singleplayer it's 500 or so, for multiplayer the serverowner can set it, default to 5 iirc. At the moment there's no way to remotely tell them to stop. I'm working on something like that: https://github.com/ctcDNightmare/avorion-remotecontrol The proof of concept works so far: (watch in fullscreen to read the console & chat output from the remote ships) But it's still far away from getting done / I'm busy with RL or ScrapyardPlus Thanks :) Glad there's people out there who like my (and others') work.
  9. Credit where credit is due: That's totally the idea from DirtyRedz who got me hooked with the whole modding in the first place. But glad you enjoy my little mod :) Once I find the time to get the events in there as well I'm sure it'll be another thing you didn't know you wanted :D
  10. Sooo, v1.3.0 is finally out! We now have working lifetime licenses yay They are quite hard to get with default settings BUT they work for the whole faction and not just a single scrapyard. If you are at max reputation (100k) you start earning experience towards the lifetime status when you are salvaging with a valid, regular license until you reach enough to permanently activate your lifetime-status. Of course the amount, speed, etc can all be adjusted in the modconfig for your personal preference. To make lifetime licenses worth using, I've also started to work on regenerating wrecks so you don't run out of scrapmetal after a while but this will go into 1.4+. o/ DNightmare
  11. Well better posted in the wrong spot than not at all :) Dirty & Me are actually working together back & forth on those two mods, so it was only semi-wrong anyway. I will take a closer look at my current version to and see if there's any other issues I overlooked when testing. Want to get more stuff done for lifetime license anyway (+ regenerating scrapyards to support lifetime licenses)
  12. Or just run my ScrapyardPlus together with MoveUI, it has all those pesky alliance things fixed on top of its features :D
  13. Version 1.2.0 is out now! - buy personal licenses even as alliance member - fixed vanilla notifications - notify all online members of an alliance if time is running out - pricePerMinute and alliancePriceFactor are now configurable - add clickable coordinates to notifications
  14. ScrapyardPlus Description Your salvaging ops are longer then 60 minutes? You want to get something in return for grinding all the precious reputation? With ScrapyardPlus you can: buy up to 8 hours total (depending on your reputation) increment your current license in variable intervals from 5 minutes all the way up to 3 hours per order get discounts for bulk orders and your current standing with the owner of the scrapyard buy a personal license even as a member of an alliance earn a lifetime-license for yourself or your alliance and never have to bother with buying an extension again (lifetime status is granted faction-wide!) configure all important things to suit your (or your servers) needs Installation Default Config Screenshots Roadmap Implemented: - extend your current license instead of overwriting it - longer maximum duration for your license - reputation based benefits (max duration and discount) - flexible duration selection via slider - add support for mod-configuration - split the license system into private & alliance so you can buy a personal one even if you are in an alliance - lifetime license - regenerating wrecks / events to support lifetime licenses Planned: - polishing current implementation with more texts, events, interactions Notes As I was not satisfied with the current salvaging-license model, I got to work and learned a bit of lua and modified the original script. So far you can stack your licenses, so if you buy 5 minutes two times, you get 10 minutes total. As this is my first mod for Avorion apart from some small private things here and there, don't expect the cleanest code in the world but I did my best to test it on my local machine and my dedicated server and haven't encountered anything game-breaking so far. It's available at GitHub if someone wants to contribute. Constructive feedback what I could change/implement/extend upon or fix in case you find a bug is more than welcome! Project-URL: https://github.com/ctcDNightmare/avorion-scrapyardplus Shoutout to Dirtyredz - We're working together on each others mods now and without him I wouldn't have gotten into publishing this mod at all. Changelog AWS Release Mirror DNightmare out! ScrapyardPlus-1.4.1.zip ScrapyardPlus-2.1.0.zip
×
×
  • Create New...