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Devious

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Everything posted by Devious

  1. Their max speed is based on the braking speed, add more reverse thrust by the use of directional thrusters and they'll go faster.
  2. Every factory has a seed, in vanilla you can't see or change it but that doesn't mean it's not there. All this mod does is let you change that seed to a different one.
  3. Would love to see a config option to remove/disable the adding of autotargeting as it counteracts the immersion of finding a good autotargeting turret at turret factories and it helps with balancing as well as the game already generates stronger stats for the turrets without autotargeting. Will give it a try in singleplayer but I'm afraid it can break the balance in multiplayer, will report further on that ;)
  4. Doesn't matter that it's modded in this case, the seed itself is unaffected by the mod if I'm not mistaken. So a similar turret could be gotten by getting lucky on the RNG generation or by rebuilding numerous turret factories.
  5. Good news is that we haven't seen a crash since the hotfix :) However, the server load is still at 100% so I'm hoping that will get some priority as it unnecessarily bumps up the update times as well.
  6. I think we should also take in account the awkwardness of some translations and in this case how intertwined the Dutch and English language have become since the internet. Every single Dutch person will understand what an "upgrade" or "upgrade-systeem" whereas the translation "opwaardering" would be a lot more awkward. Same goes for "toren" and "turret", altough now I think of it maybe "platform" could be a good replacement without changing the context too much but it still sound a bit awkward to my opinion.
  7. The servers have been updated including the latest hotfix which should adress the crashes w've been experiencing and the server hasn't crashed since then so that is good news! W've updated our modpack to version 6.2.0, below you will find the changes. --Updated modpack to 0.16.2 Avorion Release --Fixed bug in Move Asteroid, let me know if were still getting crashes on moveing asteroids (I wasnt able to reproduce this bug) --Added GaurdianScout mod by Hammelpilaw, let me know how the guardian fight is like --Fixed bug in DirtySecure Mod --Added ExtTurretFactory mod by Hammelpilaw, didnt have time to test this out completly, will only work on newly created factories. --Fixed bug in MoveUI ScrapyardLicense when jumping in a drone --Added a new MoveUI UI for all supporters, This UI will give you information on Swoks spawning and estimated cooldown of swoks spawning again for you. More Bosses to come soon. Below you can find a little teaser for the new UI that our subscribers have gotten with this modpack update.
  8. I agree it would make a significant improvement on the current system when the dropped turrets could be upgraded or duplicated instead of having the best turrets manufactured at an RNG factory station where only a few specific factories make the best turrets.
  9. Looks pretty good! Does your mod also fix the issue with the incorrect scaling of parts?
  10. The crash logs seem pretty consistent, the occasion is rather inconsistent, however. Sometimes the server runs fine for hours/days, but then suddenly starts crashing a couple times per hour. Attached is a .rar file with the crash reports. *removed logs because no longer neccesary* I would also like to note that since the v0.16 patch the server load has been averaging near 100% load, performance is decent on most occasions but I'd figure the load shouldn't be that high for no apparent reason. edit: We just noticed that a lot of these crashes coincide together with our server manager issuing a /status command, as you can also see in the logs. I'm getting the feeling that's no coincedence and might be an issue in the memory management. For more information, we are running two instances on one machine which both issue the status command at the same time through the DSM manager.
  11. All the servers have been wiped and updated, here is a list of changes since my last post on the forum. Modpack version 5.0.13 --Fighters fixed to collect resouces only again. (Laserzwei) --Fixed error in safe mine. (Laserzwei) --Intergrated new Carrier Commander (Laserzwei) --Fixed repeating Hyperblocker error. --Fixed Dirty-Buoys being able to be entered. --Uodated complex stations mod increasing turret cap. --added goto command for admins. --Changed admincmds to dev, use /dev to add entitydbg, type again to remove. For admins only, obviously. --Added Max-Non-Minable asteroids to Regenerative Asteroid Sectors, default to 1500, let me know if this is to little. --Decreased amount of space FactionNotifier for MoveUI uses, and adjusted dynamic size increases. --Added Notepad UI to MoveUI's --NPC Carriers are generated without fighters. Modpack version 5.1.0 --Configered LargerAsteroids mod from 3-5 times to 2-3 times larger then normal. --CrewTransportAuthority ships now have static relationships to everyone. --CrewTransportAuthority should not annoy you if you did not summon them when you enter a sector. --Updated MoveUI --Added TextBox input for CrewTransport. --Added NoAttackInvincible a mod to stop xsotan and AI factions from attacking invincible stations/ships. --Side effect of NoAttackInvincible, Xsotan will not attack drones --Added ClearSector command for admins to quickly clear a sector, use /clearsector help for more info --Added ServerMessageDisplay, Displays Server Message to the HUD. --Added mod RenameShip, allows you to rename any ship or station Modpack version 6.0.0 --Removed 60% reduction of set respawn point since vanilla has dropped it to 50% by defualt --Removed OOSP, vanilla has a 90+% features of what OOSP added. Special thanks to Laserzwei for his continued work to keep OOSP alive. --Transfered any mods attached to sector.lua to sector/init.lua --Maintained 0 NPC Fighters for now, lets see how the servers handle all the new weapons/features --Disabled DirtySecure's offline protection, lets see how the new server config feature works out. --Restored tooltip script to vanilla. --Modified Persecutor script to not attack invincible stations. Modpack version 6.0.1 --Updated Minecorp to no longer use StationDescriptor on Sector Generation. (this appears to be the cause of the players CTD) --Fixed bug in Persecutor script. --Fixed bug in NoAttackInvincible mod. As of always, find more information and the modpack through our Discord!
  12. Can i ask how did you increase dock and trading distance? it'd be extremely useful currently for the buggy cargo haulers. Docking range doesn't affect that unfortunately, should be fixed in one of the recent patches tho.
  13. The PvP protection only works outside the core center, inside the core center your ships will only be protected while you are offline. So with the current version in order to PvP you'll have to enter the core otherwise you won't be able to damage eachother.
  14. Thank you for looking into it, weve tried looking into it aswell but didnt notice this before. Will see if the values are allright when Im home so we can throw it on our server.
  15. The grind is part of the game, without it you could do everything in a day which isnt good from a multiplayer perspective. And most modded servers have a starter package so you dont have to do the tedious initial grind.
  16. Devious

    [MOD] TrashMan

    Loving your mod so far, are you working on alliance integration? If you need help with that, find us on Dirty's modding Discord: https://discord.gg/njAAxDc
  17. Modpack has been updated to v5.0.12 --Added Krelsis|YT Formatted Costs to Minecorp Mines, Thxs. --Added TrashMan Mod by Multox. --Updated Adv.Shipyards, Thxs Laserzwei. --Added check to player init failure in hyperblocker. --Increased Docking and Trading Distances. --Widened PowerSystems Ui a little. --Updated Complex Mod to 0.90c Thxs Laserzwei. --Updated CarrierCommand Mod to intermediate changes, laserzwei still working on the bigger update. We have also opened up a second CorePvP server for EU, thanks to xrizenx for letting us use his server. Reason for this were some crashes and lag issues while the main CorePvP server was at full load. See our Discord for the IP.
  18. Servers have been updated to 15.7, here are the changes since then: --Fixed credit exploit on player owned resoure Stations --Command addcrew now works for admins and server value that can be set/unset by Admins --New command setvalue for admins to set any server value from the console --Fixed bug in DirtySecure where faction was nil --Increased range at which you can transfers fighters (feedback on new distance plz) --Updated RegenerativeClaimableAsteroids to reset timestamps on asteroid owned by the player or faction who entered the sector. --Added RustyModPack_License.txt to modpack. --Fixed bugs in MoreOrders and RegenerativeClaimableAsteroids mods. --Added PowerSystems UI to the MoveUI mod, aswell as add fontscaling for PowerSystems and FactionNotifier --Buffed Mining DPS some, let me know if its to much with the new vanilla changes. --Updated MoveUI to 2.0.0 SIGNIFICANTLY less client to server communication giveing better performance for both server and client. --Added Fail safe for missing entities --Newly generated Mining turrets now have * 2 DPS, starting turrets have * 4.
  19. Possibly a DSM issue, got it working after doing the update manually.
  20. This happens in almost every player home sector with stations so that might be a clue, after destroying or pushing them they will work again for a while but after that they lose track again. So maybe it has to do with the sector unloading while they are being tractored in.
  21. We have noticed a lot of cargo haulers not responding anymore, they either lie dead in their tracks on their way to a station or in front of one. As if it lost track of it's orders. This causes the stations to not resupply which is quite annoying, after deleting them new ones will spawn. Nothing that I saw in the logs that gives a clue unfortunately.
  22. Yes indeed, cargo blocks scale in a weird way. I think it happens with computer cores aswell but I'm not sure about that.
  23. Dirtyredz has some experience with uncompressing the data files as we use it in his manager so you can look there or ask him about it. What I am curious about these files is if it would be possible to find the locations of the players/alliance ships so that lost ships might be found back after a server crash. Other things that could be useful are map locations, or those with notes and the mails send/received.
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