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Devious

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Everything posted by Devious

  1. Just tried out the mod and liked it so I will put it in our modpack. I did notice the range was really small so that would be nice if it was configurable. One other thing that would be nice for config is being able to change the parameters for both the dreadnought inside and outside the core. At the moment it only seems to affect the shield regen? Thanks!
  2. We couldn't get it working back then so we had to get an extra IP and assign that to the second server.
  3. Is there anything in the client and server logs?
  4. I have reported it to Koonschi directly so hopefully it will be fixed soon.
  5. Not yet, the game still misses a lot of dynamics in this area. You can only encounter faction wars that spawned between NPC factions, and once you choose a side they will tone down.
  6. This can't be patched, the transfer of ships to alliance and alliances in general are hardcoded.
  7. One of the most underrated server admin mods out there. A few examples: - Obscure player names and locations being logged to all other players their consoles - Hide specific errors/debug outputs from console while still being able to print them out to the logs
  8. Another good idea that could apply to all bosses would be to scale up the difficulty depending on the amount of players (ships, not drones) in the sector once it is summoned. This could be realised by using the beacon and check which and how many player ships are in the sector, and scale up the difficulty and loot depending on that.
  9. Adding a variable to limit player/alliance owned ships and stations per sector next to the global limits would definately help with balancing this on servers.
  10. have you had any luck getting out of the crashing sector? i have a stuck player who's still crashing on load despite being teleported away >.< What I know from experience when teleporting doesn't work it is either the ship itself that is bugged, or the player data. I'm afraid I'm not aware of a way to fix that besides deleting the ship or the player data.
  11. I haven't been able to test your method yet, but one thing that could improve the AI is for the mining ship to stop moving when it's in range and has a clear sight to the asteroid. Often the ship will drift out of range/orbit and has to reorientate itself which stops the mining lasers.
  12. Have had good reactions on the new boss, only one potential issue is the big boss not despawning and leading to potential unwanted behaviour. Most players who jump to the boss for the first time, are not prepared to fight the big guardian. So to prevent griefing/ships from other players being lost, it would be useful if the big one despawns when the player that summoned him leaves the sector. Ofcourse it would be ideal if this was configurable, for those who don't want this behaviour but it would definately work for our server. Edit: Instead of the guardian despawning for the player that summoned it, if possible it would be better for it to despawn once the last player leaves the sector.
  13. Are you using Laserzwei's updated version of minecorp? I remember the older version giving issues.
  14. Are you on the beta branch? I think I read that it's a known issue there, if the patch of today didn't fix it you could try switching back to stable version if you need to transfer them.
  15. Thank you for the mod, will give it a try! What do you think the performance is like on a busy server compared to the regular script? Having the script mine for the normal asteroids after the resource ones are gone is a good idea, previously we used a copy of the script for a mine all feature where the lines that determines if an asteroid has resources in them were commented out, but with the recent updates to the script that doesn't seem to be working anymore, altough I have not fully tested it yet.
  16. Thank you for updating Laser! You'll make a lot of players happy on our server that won't get stuck anymore, and me personally for not having to teleport them out anymore haha.
  17. Just wanted to say thank you for all the effort you've already put in the mod, and we certainly appreciate you still continuing it :)
  18. Look for the Avorion commands package made by Aki
  19. The servers have been wiped and the new modpack has been uploaded to the #information_rules channel. (See the link in my signature for our Discord.) Before I conclude the changes to the modpack, I would like to point out that US1 will be moved to the machine that was previously hosting US3, so the IP will change. US3 was previously used for testing purposes alongside US1, but now it's not getting the love it deserves being an overclocked server. Therefore US1 will be hosted there for now, which should bring better performance as it previously did. This also means US2 runs on it's own machine, so win win there. This could also give us room for a full PvP server, as there have been requests for that. But I'd rather see the PvP aspect being fleshed out more before going that way so more on that later. * The new IP to connect to US1 is: 142.44.143.177.* *Note that us1.rusty-universe.com will not work for now. The changes for this modpack are: - Re-installed Asteroid Mover, we might have been running an older version that gave the issues with asteroids. - Disabled complexes and carrier commander due to the ongoing issues, both can be pretty easily re-enabled for SP and other servers, ask me for more information if you want to do that! - Disabled utility stations to be seen as goods consumers, this hopefully fixes exploit behaviour. Not well tested so for those aware, please let us know if you find something! - Re-enabled NPC fighters now that anti fighter turrets are in the game, lag shouldn't be much of an issue anymore. - Lastly, player and alliance owned stations will be no longer under online protection on the CorePvP servers. For now offline protection is still in place, once the reputation system between players works so that the AI captains flying player ships can agro on other players, we can remove that last bit of protection. Thank you for your time and I hope everyone will have a fun time on this new galaxy!
  20. Due to the ongoing issues and well-explored map we have come to an agreement to wipe the servers so everyone can start on a fresh map. For this wipe we have a few changes in mind, if you know of any others that could suit these changes, let us know on Discord ;) Here are the planned changes for the coming wipe: - Destructible player stations inside the core on the CorePvP servers (offline protection if the player<>player reputation system is not working correctly yet) - No complexes (due to performance issues ) - Enabled NPC fighters - Player owned utility stations temporarily disabled on the CorePvP servers due to exploit that needs fixing We have no set date for the wipe yet, but you can expect it near the weekend (friday or saturday). If you recently started playing and will lose your hard earned progress, we are sorry about that but it will be for the better to have a better performing server. Luckily you can use all you've learned so far to do it better and faster next time!
  21. It appears the EULA of our modpack is not included in the current version but it should be common sense that you can't just rip someone's modpack and present it as your own (as you did on the steam forums). When I went on your Discord I was immediately banned so you know you are wrong here.
  22. Somehow I did not receive notice of your reply but I will turn it on and post back the results! We are still experiencing the load issue, note that we have not wiped the server since the combat update went live.
  23. Powered by Rusty's Modpack, apparently. Blatantly copied our summary, all that without giving credits. Shame on you!
  24. Powered by Rusty's Modpack, apparently. Blatantly copied our summary, all that without giving credits. Shame on you!
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