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douglasg14b

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douglasg14b last won the day on May 7 2021

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  1. Error while adding file "mods/oosp/scripts/player/oosproduction.lua": mods/oosp/scripts/player/oosproduction.lua:15: bad argument #1 to 'max' (number expected, got nil) With the new version (0.99_5)
  2. I've added the ability to search for turrets by damage, and to search for max-damage turrets. The later will only check the next 20,000 seeds (The game will hang for a few seconds while doing this). turretfactory.zip
  3. Thanks! I migrated the fixes over without upgrading to the beta branch, works like a charm.
  4. Just made some factories, logged off, then came back to an AI cargo ship stuck beside every one of my factories/mines. Some several Km away, some within their tractor-beam range. While these traders are here, no others come to trade with the factories. I've tried bumping them, and removing and replacing all docks on the factories. On only a single factory, the "stuck" ship vanished after replacing all docks and a while later a new trader came, and continued the normal cycle. All other factories still have stuck traders. Some other reports: https://steamcommunity.com/app/445220/discussions/0/2906376154325005405 https://steamcommunity.com/app/445220/discussions/1/1618346571421896528 https://steamcommunity.com/app/445220/discussions/1/1489992713692832149 https://www.avorion.net/forum/index.php?topic=2587.0 Reproduction Steps: This can be reproduced by unloading a sector while an AI trader is approaching a factory. They can be in the approaching stage, or in the tractor-beaming stage. When you load the sector again, the ships will be stuck, and no other trades will occur. Relevant Log Entry: I received this error once, and only once. I am not sure what triggered it, but I have been unable to get this error to show back up in the logs since it's first occurrence. 2018-01-28 03-24-11| could not execute function 'updateServer' in '"data/scripts/entity/merchants/tradeship.lua"': 2018-01-28 03-24-11| vector::_M_range_check: __n (which is 1) >= this->size() (which is 1) 2018-01-28 03-24-11| [C]:-1: in function isDockFree 2018-01-28 03-24-11| data/scripts/entity/ai/dock.lua:31: in function flyToDock 2018-01-28 03-24-11| data/scripts/entity/ai/trade.lua:75: in function updateServerAI 2018-01-28 03-24-11| data/scripts/entity/merchants/tradeship.lua:62: in function ? 2018-01-28 03-24-11| Setting state to invalid.
  5. I made a few changes to this mod if you want to integrate any. Instead of modifying the types of fields directly, I added a few variables to control the size of asteroids, as well as the resource probability. I feel like this makes for a cleaner asteroid field, and makes it somewhat configurable by the player. You can now set resource asteroids to be a certain multiplier bigger, and non-resource ones to be a different multiplier. SectorGenerator.zip
  6. Followed the advice in another thread to find where the beacons where: /run package.path = package.path .. ";data/scripts/lib/?.lua"; local OperationExodus = require("story/operationexodus"); local a, b, c, d = unpack(OperationExodus.getCornerPoints()); print (a.x, a.y); print (b.x, b.y); print (c.x, c.y); print (d.x, d.y); Finally jumped to the sector, and the sector would not load, and was just hung, I disconnected. When I try and reconnect it just says the server is unavailable after a minute or "connecting".... Others can still connect and play normally on the server. Logs say the following right when I went to jump: The above problem was corrected after a server restart.
  7. Same problem here :/ Empty final location, all that was there where some pirates... any known way to prevent this?
  8. Typically if I was to think of a mod loader, it would be able to: -- Load files into their appropriate directories -- Manage file merges (mod inserts code into an existing file) -- Handles and warns of conflicts during merges -- Handles mod dependencies (Mod B requires Mod A...etc) [i would optional this until we have an official mod repository] -- Can be used without installing 3rd party libraries/SDKs/frameworks [This may be unrealistic given cross-platform compatibility. I would personally use .NET Core with all necessary dependencies packed with the executable with separate builds per supported OS]
  9. You have no idea how exciting it is to hear that it is in use and modified to work for you! Especially the event scheduler integration, which really lets you customize how hard your pirate events can be. I should probably remove some of the debug messages though, goodness knows how many of those are kicking around. If you have any requests or ideas, please let me know! Aliens are next :D
  10. Update to v1.3 Link v1.3 Changes how parameters work and are parsed. You will now need to enter the actual parameter names you wish to use, such as --player or --count. The reason for this change it to allow for more optional parameters, and the entry of out of order parameters. /spawnpirates douglasg14b 5 10 5 Changes to: /spawnpirates --player douglasg14b --diff 5 --scale 10 --count 5 Please let me know what you think, and provide good or bad feedback here so I can make improvements.
  11. If you spawn AI on AI to attack each other, there seems to be performance issues, which is unrelated to this mod. You can often see this with faction battles. I've been able to test this with up to 25 pirates with only marginal performance impact, maybe your hardware is not up to snuff?
  12. The higher the difficulty the higher the material and tech level of the ships and their weapons. Though if you ever want to use it, but not provide you or others with advanced modules, you can leave the difficulty at 0 and it will chose the default difficulty for your sector.
  13. douglasg14b

    List of mods

    Hey, Suggestion from a web-dev here on your mod-list site, it's trying to be way too "glamorous" at a significant UX cost. The animated background is slow to load and distracting from the content The animated background covers up content with similar colors periodically It plays sound, I thought we where over this 1/2 a decade ago It's like a hidden advertisement you can't mute The full-width navbar is unwieldy, as you need to scan all the way to the edge of the page to find content, this actively makes it harder for readers to quickly digest what is infront of them. Especially combined with the animation and navbar obstruction via background colors. The full-width navbar does not fit without horizontal scrolling even on 1920*1080 screens Nothing against you, I just wanted to highlight some issues with the site as far as usability goes so it can hopefully be taken into account
  14. Test it and find out! (It says "Pirates are attacking this sector!" like normal)
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