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DestroNK

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  1. Hey! Sorry I didnt see your reply ^^ did not check that yet tbh cause i am in other games atm. If you can find it out feel free to share :D if yes then I‘ll try to fix that. Same answer to you ^^ idk how better ai works. If it is an external plugin it „should“ worl well but if it has content in the same files i am using it might malfunction. If you want to make sure then use the manual described way and create a backup of your file inbefore.
  2. For anyone who experiences this problem aswell, I've written a mod to farm existing asteroids: https://www.avorion.net/forum/index.php/topic,5137.0.html
  3. 18.09.2018 - Mod still works with new game version Beta 0.18.3 r12783 a1770b4cb86e
  4. So Hello there :) I had the problem that npc-traders couldn't reach my stations, since too many asteroids were blocking the way. But what to do ? Farm 2000+ asteroids yourself, since your npc ships are too lazy doing this ? No mods around there for doing this :( at least none I found. Good thing though I'm a software developer IRL, so I gave this a try, let me introduce you to my very first mod :D :D Caution: These are my very first experiences with lua !! Create backups before using this! I might have done some mistakes I'm not aware of yet! Lua is an entirely new coding-language for me! 1. What does this mod exactly do? Pretty simple to explain. Normal behaviour of commanding your ship to mine: It starts mining ressource asteroids and once there are no more, it tells you "Yo captain, everything is mined. I'll get a cup of coffee and relax. Peace!" Changed behaviour by using my mod: Regular mining behaviour still entirely happens as before. Means: Miners will look out for resource asteroids (also using all the same AI as it did before). Once all ressource asteroids are gone, it will tell you the message: "Sir, we can't find any more asteroids in (sector)! We continue farming normal asteroids." They continue as said. Once, ALL asteroids are gone, it will post you the message: "All asteroids in (sector) are gone." Any reactivation or new order has to be done by the player himself. Ship is set to idle. Ofc this whole thing does also work when there aren't any resource asteroids right in the beginning. You just get the insta message, no more resource asteroids are there to mine, continueing with the normal ones :) 2. Requirements: 2.1 Game Version "Beta 0.17.1 r12316 a186915a28c6" or "Beta 0.18.3 r12783 a1770b4cb86e" Other game versions might malfunction this mod, since there could be changes to farming behaviour ! 2.2 No other mods installed that influence the mining-behaviour It depends, which stuff changed - but if this mod gets in touch with another mod it could be that it won't live in harmony together. I will post 2 ways to implement it, way 1 download file and put in, way 2 implement it yourself using my posted source code (advanced) 3. Implementing the mod 3.1 Referring to 2.2, this is the "easy" way, make sure all the described conditions are met, just go ahead, download the file "mine.zip", unzip it, and place the included "mine.lua" into "Steam\steamapps\common\Avorion\data\scripts\entity\ai". Replace it with the existing file. IMPORTANT: Create a Backup of the original file inbefore, if anything goes wrong! 3.2 Referring to 2.2, this is the "advanced" way of implementing the code yourself. Find the file mine.lua, as mentioned in the path above. HINT: Use a program for making the change of code easier for yourself. I suggest Notepad++ HINT2: As I already said above, one more reminder, Create a backup of this file!! First of all, the "vanilla" untouched main function I touched is this one (Starting at line 85, ending at line 133): -- check the sector for an asteroid that can be mined -- if there is one, assign minedAsteroid function AIMine.findMinedAsteroid() local radius = 20 local ship = Entity() local sector = Sector() minedAsteroid = nil local mineables = {sector:getEntitiesByComponent(ComponentType.MineableMaterial)} local nearest = math.huge for _, a in pairs(mineables) do if a.type == EntityType.Asteroid then local resources = a:getMineableResources() if resources ~= nil and resources > 0 then local dist = distance2(a.translationf, ship.translationf) if dist < nearest then nearest = dist minedAsteroid = a end end end end if minedAsteroid then noAsteroidsLeft = false broadcastInvokeClientFunction("setMinedAsteroid", minedAsteroid.index) else if noAsteroidsLeft == false then noAsteroidsLeft = true local player = Player(Entity().factionIndex) if player then local x, y = Sector():getCoordinates() local coords = tostring(x) .. ":" .. tostring(y) player:sendChatMessage(ship.name or "", ChatMessageType.Error, "Your mining ship in sector %s can't find any more asteroids."%_T, coords) player:sendChatMessage(ship.name or "", ChatMessageType.Normal, "Sir, we can't find any more asteroids in \\s(%s)!"%_T, coords) end ShipAI(ship.index):setPassive() ship:invokeFunction("craftorders.lua", "setAIAction") end end end What you gotta do, is first involve local variables. Right on top in the first few lines, you will find the line: local noAsteroidsLeft = true Create a new line right after this. Then insert these here: local firstmsg = false local check1 = false local check2 = false local check3 = false After that, head for the line: function AIMine.findMinedAsteroid() (you will find it in about the middle) When you found the beginning, you have to find the end of it, since you will have to replace this whole function with mine. You will find the end tag of it just above the starting of the function "function AIMine.updateMining(timeStep)", THIS LINE ITSELF NOT INCLUDED! So just head for the "function AIMine.findMinedAsteroid()" to "end" and replace it with this function: function AIMine.findMinedAsteroid() if check3 == false then local radius = 20 local ship = Entity() local sector = Sector() local player = Player(Entity().factionIndex) local x, y = Sector():getCoordinates() local coords = tostring(x) .. ":" .. tostring(y) local mineables local nearest local resources minedAsteroid = nil if check1 == false then -- Fange mit Resourcen-Asteroiden an mineables = {sector:getEntitiesByComponent(ComponentType.MineableMaterial)} nearest = math.huge for _, a in pairs(mineables) do if a.type == EntityType.Asteroid then resources = a:getMineableResources() if resources ~= nil and resources > 0 then local dist = distance2(a.translationf, ship.translationf) if dist < nearest then nearest = dist minedAsteroid = a end end end end if minedAsteroid then broadcastInvokeClientFunction("setMinedAsteroid", minedAsteroid.index) else check1 = true end end if check1 == true and check2 == false then -- Keine Resourcen-Asteroiden sind mehr vorhanden. Mache mit normalen weiter. if firstmsg == false then player:sendChatMessage(ship.name or "", ChatMessageType.Error, "No more asteroids in sector %s. We continue farming normal asteroids."%_T, coords) player:sendChatMessage(ship.name or "", ChatMessageType.Normal, "Sir, we can't find any more asteroids in \\s(%s)! We continue farming normal asteroids."%_T, coords) firstmsg = true end mineables = {sector:getEntitiesByType(EntityType.Asteroid)} nearest = math.huge for _, a in pairs(mineables) do if a.type == EntityType.Asteroid then dist = distance2(a.translationf, ship.translationf) if dist < nearest then nearest = dist minedAsteroid = a end end end if minedAsteroid then noAsteroidsLeft = false broadcastInvokeClientFunction("setMinedAsteroid", minedAsteroid.index) else noAsteroidsLeft = true check2 = true end end if check1 == true and check2 == true then -- Garkeine Asteroiden sind mehr vorhanden. Lege Arbeit nieder. player:sendChatMessage(ship.name or "", ChatMessageType.Error, "All asteroids in %s are gone."%_T, coords) player:sendChatMessage(ship.name or "", ChatMessageType.Normal, "All asteroids in \\s(%s) are gone."%_T, coords) ShipAI(ship.index):setPassive() ship:invokeFunction("craftorders.lua", "setAIAction") check3 = true end end end 4. A few words As I said, this is my first one. Big shoutout to the user "Laserzwei", he assisted me a little bit with the creation of the mod and some help of lua in general. If you find anything to improve, feel free to share it with me, since I like the game and want to improve my lua skills fast. There is for example 1 thing I don't understand yet - these lines seem to not work at all: ShipAI(ship.index):setPassive() ship:invokeFunction("craftorders.lua", "setAIAction") Why? :( As I understand, it should set the ship to passive mode. I did a workaround by just using "check3" to bypass the mine-command. Any feedback about this mod is deeply appreciated, I do, as everyone like props for my work :D Feel free to use this mod for your very own creation of mods, a referral of this mod here would be nice though. Sincerely, DestroNK mine.zip
  5. Hey Guys! I know this has been posted plenty times in the past, which I encountered aswell at the end of 2017. But for me the problem is still existing. I got a galaxy with a lot of asteroids (~2k) and Traders seem to be stuck from time to time (not always though) It happens for about all 5-10 transactions, or seems to happen immediatly, when I add another station. I'm playing on a multiplayer server. Currently I can solve the problem when I remove all docking blocks, then they move again, but this is pretty annoying if I always have to do this. This can't be right. Maybe it has to do with the asteroids, there are some "near" but it is not like you couldn't fly around them. And if the ships get stuck, most of the times they are standing next to the station, and not next to the asteroids .. Here's a Screenshot: I mean I can also destroy the few asteroids near, but I'm worrying about taking a mine, since there are hundreds of asteroids near, what can I do best? Is there any kind of script around which I could use to solve the problem, or any possible way of removing all asteroids? I don't want to farm down 2k asteroids... I already tried out gravitation beams, forget these. I'm playing mod-free on vanilla, 0.17.1 r12316 a186915a28c6 Edit: Built a Trading station, it doesn't seem to trade at all. 0 Goods of everything for hours. Is that normal ? Thanks for any possible solution ...
  6. Yo :) If you want to let the people stress-test the server, you should turn it into creative mode or give everyone ressources, so they can insta-start. If you just want to do a stress test then people won't take their time on "starting" on your server slowly, but that's just a thought.
  7. I bought the Nitrado one with 1 GB and 10 Players for 30 days runtime. Is working good so far, no lags, good service with 3-4 players online at the same time, plus some sectors with sub-ships. Working great. Thanks for the replies.
  8. M‘key thanks for the feedback so far - did it happen that all 5 players were fighting at the same time on different sectors? Plus can you tell anything about my other mentioned „requirements“ ? DestroNK
  9. Heyho :) After a long time and my last thread, posted at the very last day of 2017 ( https://www.avorion.net/forum/index.php?topic=4335.0 ) I saw that a lot of stuff happened in here, which excites me very much :D Though I lost the fun of my current game (WoT) I decided to give Avorion another run and see what has changed :) Disadvantage is, that my old ppl who kept playing have no server anymore, advantage is I earn my own money and am a free man, plus have a few people that might be interested :D So I'm planning to rent a server and let Avorion run on it. Question 1) Which System Requirements does Avorion have? I mean the Server-only-Setup... I saw a lot of pages where you can rent a server and configure it, variable in number of players and RAM usage. I'd say that the Server should be fine for 5-10 players at one time. Will 1 or 2 GB be sufficient? Any further information around for that one, maybe some kind of calculation, including big wars, idling, boss fights and blah blah? If yes, please hand it in ;) Question 2) And I hope that this one here is allowed - if not, Admin please strike this question here out. No hate! ;D Does anyone have experience with Rented servers and can give me any feedback? For me there are a lot important facts, like latency, stability of the game, amount of players and ofc the price, also the options for getting / downloading the game files, installing plugins, uptime, multi-game-compatibility, option to choose between versions (newest beta unstable), a lot of setup options - if there are any .... well kind of stuff that should be important for you aswell. Also, I'd like to pay in form of Paysafecard, if possible. I found a few, just upon the descriptions currently the one from Nitrado seems to fit the best, but are there more experiences or better suggestions? If yes, please hand it in ::) Btw shoutout to the devs that so much stuff happened in the meantime, you guys are great! I'm very excited! -- DestroNK
  10. Well thank you for your Props then ;D Hopefully they'll invent some kind this - Btw do the devs in here respond to such Feedback and / or improvement suggestions? Kinda hoped for that one tbh ^^
  11. Whut?! :'D Didn't get you, sorry, do you like my idea or are you making fun of me ?! XD
  12. Hello everyone und auch ein fröhliches Hallo an die Entwickler :-) But I'll continue in English in order to not trigger anyone in here :D :D First of all, I'd like to mention that I love this whole idea about the game. I'm usually not that kind of player that likes "Space"-games, but this game here differs a lot from all existing games that exist in that kind of category. It's sandbox, which means you can build everything you want, the idea about the game is nice and also the difficulty is nice. It's awesome to recognize that the devs do care about many little details that many of the "big game developers" like Ubisoft etc are missing. As far as I know you are a development team consisting of 3 people, and the initial idea itself, or let's say the "prototype" came from one person only. Being a dev myself (not in games but in office and web applications) I know what big kind of work and struggle of brain capacity you had to suffer :) You've got my biggest respect. Considering the fact that Avorion is still in early access and in alpha or beta (?) the game already has many nice features that other games are missing, and also the price on steam is more than fair to all customers. I'd like to give you guys props on that one and I hope that you have a great future. There are many games out there which start in early access, have a great hood of customers, which .... well let's say .. will stay in alpha or beta forever, because the devs don't give anymore crap about the game, cause they made their money. I'm feeling certain that this will never be the case for Avorion, and if it might be in any time, I would really be badly surprised. Another nice fact is also that a friend of mine who hosts his own server and also worked on his own scripts for his server told me that he was in contact with you guys and that you do respond to your customership, which really is a really nice honor that as far as I know no game ever before had - at least no game which had this nice kind of success that it got in the recent time -- and I hope that the customership grows even bigger. Now after making my feedback, let's head to the questions / ideas. I wanted to ask you guys what you have planned for the future. As I have already mentioned I like the difficulty setting, we are playing on highest difficulty which is quite a big challenge in the early, but it gets pretty easy after you harvest naonite, making you able to just stack your shield and be some kind of invincible (except for shield breaking weapons, god damn them :D) One little problem I experienced here, is that once you hit naonite / trinium the game gets too easy. At least that's my point of view, idk if someone sees this different. Ofc it's a big question what you are heading to - you want to make big money, create your own stations, or do you just want to enter the center and kill the boss? However, there should be some kind of different progress you have to run through, which gives the whole game a bit more content and maybe some other kind of challenge. Don't get me wrong, it's not ez pez like some other games, which you play on hardcore difficulty blindfolded, but I was able to survive in mid without any problems on highest difficulty with a naonite ship ^^ Maybe perform a scaling which is dependent on the material of the weapons you are using? (if it doesn't exist already, I'm not sure about it) Or maybe you could invent a new stat "damage multiplicator" which can be boosted by building a new block, like "Battle power modifier" which starts at 100% and can be boosted (similar to hypership cores) Another thing that would be nice (and I'm sure it is planned) to add a bit more end-game content.. Once you hit mid you don't really know what to do, except for harvesting Ogonite and Avorion to make the ship stronger, but what for? I know there is a boss at 0/0 (which I also don't have defeated yet) but there should be more .. What I have thought about, a little impression, maybe perform something which is similar to diablo or path of exile, that you can "re-run" the whole game once after beating the boss, for example that there is a 2nd parallel galaxy which you have access to once defeating the boss, there you also got all the materials you had before, but they grant better stats, more HP etc and they are name some kind like 'ionised Iron' or 'reinforced Iron' which make the "next step" after hitting Avorion.. You could create a portal after beating the boss that gets you in a 2nd galaxy which co-exists to the first, maybe you can invert the style of the existing world (background pictures etc) to something more creepy like that, and also include the Xsotan to that, maybe create a parallel quest line which involves the Xsotan, that explains the story or that maybe leads you to have to work together with them, some kind of this direction ... This is just brain storming from my side but I guess it would be cool :) Since if you really 'want' then you can finish the game pretty fast (hardcore mining and grinding etc) Maybe also some more ways of creating your own sectors with harvest-facilities etc, how about adding some kind of defensive structures you can invent? Some kind of defensive structures that keep your sector safe? I know you can build ships in order to defend yourself, but there should maybe be a bit bigger system, oppurtunities to build defensive structures and also some attack-events which do not consist of pirates or just xsotan, you could do real wars which a fraction that tries to invade your sector, making them appear in single waves that you have defeat, in order to keep your sector and not losing it to anyone else. Also it would be nice if the later-on-fights could be against much bigger ships, not the usual 50k to 100k ships but ships with more than a million HP and shield, and maybe a fighting power of 50k + ? ;) Making you need to construct a much much bigger ship However these were just some random ideas I wanted to mention, idk if one of these is suitful for you, but if it is then I'd been happy. However, I'm sure that you'll invent a lot of new content in the future and I can't wait for it :) I am really curious about it. Have a nice day and carry on, und auch einen guten Rutsch ins Jahr 2018 an euch! mfg DestroNK
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