Jump to content

theCrow

Members
  • Posts

    8
  • Joined

  • Last visited

theCrow's Achievements

0

Reputation

  1. My own research station automatically buys from NPC dealers. (A research station have no UI to say yes or no to deal with others) Perhaps a small side effect of the change? [uBR] Fixed an issue where stations that were set to "don't buy/sell" would still trade with players
  2. I think the little cargo shuttles should only support stations inside a sector. Between sectors you need a (normal) trading ship (this is announced for the next update: automatic trading)
  3. a) When you create a station you need huge amount of material (iron...avorion). In the center NPC stations have millions of HP. If there enough material to create a production line? It is very, very, very time consuming to organize (salvage, mine, trade...) for a station with millions of HP. (I dislike the idea to have stations with maybe 100'000 HP in a sector when the NPC have 100 mio. HP) Would it be helpful to have system upgrades for that? A system upgrade you can only use in stations. It increase HP and mass massively. Or to have an endless mine/station for iron...avorion? And/or...? (yes, I know the mod MineCorp https://www.avorion.net/forum/index.php/topic,1607.0.html) b) If you create a station, you need a min. distance to other stations (I think it is 2 km). Is it helpful, when stations have a gravitation area? I mean you are not able to push stations together, less than this distance. Then it is easier for Ships (player and NPC) to fly between stations without touching. c) To interact with a station you need a distance of 0 km (to transfer crew...). Should the distance be increased to maybe 0.1 km? Or you can use the same mechanic than NPC use (the blue/yellow tractor beam)? d) Should it be visible, when there is a problem on your station (missing crew, bad moral, low production...)? From ouside, from your ship. Not only when you are visiting a station. e) Should it be possible to rename a station (or ship)?
  4. a) When you claim an asteroid you have the choice of all raw materials. Is this good or to simple? Should it be better when you have one random or limited resources to choose (maybe rare have the posibility for all resources). To find an asteroid you need is harder. You need more exploring. b) Noble metal mine produce two different metals. It is better only one type of metal (and more realistic)? c) Should be more subsitutes of resource/raw material exist? (to reduce the amount of mines you need...you are more flexible) Example: Coal: Coal mine. Or you use wood and a coal burner. Oil: Raw Oil mine. Or you use oil fruits (sunflower, nut, rape or ...) from a farm and a oil mill. Or coal hydrogenation. d) Should you able to generate/find all resources and goods for yourself (diamond, gem)? You are not rely on trader. e) Should all resources/produced good have an consumer (leather, fish,...)? That include toxic waste. (see also the post from kamo https://www.avorion.net/forum/index.php/topic,4701.0.html) In the real life...nuclear waste is used for ammunition. Let us use toxic waste for ammunition/torpedos? f) Should be fertilizer an optional ingredient for all farms (rice, wheat, potato...)? g) In productions/factories you have optional ingredients. My feeling is, that there is no difference in the output when you produce with or without optionals. Should it be a boost in the speed or output quantity, when you produce with this optional ingredients? h) Diamond and Gem. You have two different Jewelry (one use diamond the other use gem). It is better to have only one with gem (diamond is a gem)? And diamond you use in industrial products? When you use diamond only in industrial products...you do not need a diamond mine. It is possible to have a diamond manufacturer (example: energy cell+electro magnet+hydrogen+bio gas) (more realistic)?
  5. You find attached a modified factory.lua file. Fix the problem that one cargoshuttle can only transport 1 good at a time. Fix the problem that only 20 cargoshuttles are supported with one station. In the file are two new variables (when you would like to change the parameter open the file in an editor (example: notepad) and editing this two): shuttleCargoAmount (see line 65): This variable is set to the default value 25. That means one shuttle can transport 25 pieces of a good with size 1 (example: 25 water or 50 plastics) maxCargoShuttlePerStation (see line 66): This variable is set to the default value 24. That means one station can have 2 full squad of cargo shuttles. Feel free to change the value of this two variables and enjoy. Maybe you can post your experience with the changes you do and we can help the developers to find the best balance. ---------------------------------------------------------------------- Install instruction: 1. download and unzip the attached file 2. replace the existing file (normaly installed at "C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts\entity\merchants" 3. start the game and have fun with your cargoshuttles factory.zip
  6. Thanks. I tested a little bit more around. factory in size S: 1 production line factory in size S with production block (iron 15.5x15.5x15.5): 28 production lines factory in size S with production block (avorion 15.5x15.5x15.5): >40 production lines factory in size XL with production block (avorion 15.5x15.5x15.5) : too many to count :) To change the factory size and/or add production blocks have the same result: faster production (To upgrade a station or add production blocks is more or less the same.) The hint on the production block "add X production lines" is more confusing than helpfull.
  7. version 0.16.7 I created a luxury food factory (size S) (without a production block). I have 2 production lines. (correct, it is a size S factory). The factory needed roundabout 6.5 minutes to create one product (luxury food). All is fine. Then I thought: It is faster with a production block? I added a production block (avorion). What happens? The production ist not faster but I have multiple production lines at the same time. (In my case I had 25 lines. The station created new lines, when it has the incridients). I attached a image. What I expected: - The max. multi production lines is only defined by the factory size (S...XL) - When production blocks should have an effect, then only the production speed
  8. I have multiple "problems" and I hope someone can help. Case A: I'm creating a water and a wheat station. (I start with low-level easy ones) The wheat station S needs 14 sec. to produce wheat. Station S have two parallel lines. Wheat station needs 40 water for the production with one line. The stations are 1.7km away. The speed of the cargoshuttle is 400m/s. One Cargoshuttle needs 21 sec. per flight with one water: water -> wheat -> water I can assign max. 20 cargoshuttles (the 20 shuttles of the wheat station serve to transport the wheat further) The result is that the wheat station can only produce every 42 sec with one line. The rest of time the station is waiting. Why I should create a XXL station? I can not supply all the water I needed. (for XXL I need 360 cargoshuttles for the transport of water) If I kick the stations together (distance: 0 km)...the cargoshuttles needs approx. 10 sec. per flight. (This can not be the solution and I have also a waiting time in the wheat station S) OK, the station can actively buy...but why I should create stations if I can not deliver all/most needed products? It should be possible for me to change the transport capacity of the cargoshuttles. (I like the idea of small cargoshuttles and it looks nice. I would not create big ships for the transport between stations.) Case B: Would I build high end stations, i.e. mining robots? I need approx. 30 stations and 10 mines. I never find a sector with more then 4 claimable asteroides. It is not fun for me to fly around and just take products from A to B. And if I think I have a sector with 40 stations...I hope I find the station I'm looking for. Case C: I need 3,468 + 9,75 mio. credits for the stations S. The average price for wheat is 35. At best I produce every 40 sec. with one line 48 wheat and sell it with 35 credits...I need 86 hours to get the credits I invested back. (excluding the investment costs for cargoshuttles) Other example: With one wheat station XXL (and for the 360 cargoshuttles I need 18 water stations with 20 cargoshuttles): 3,468+20*9,75=198,468 mio. ...I need 82 hours (without the costs for the cargoshuttles and if I can sell the wheat every time) This little calculation shows me, that I need a higher cargoshuttle capacity. I don't think it's possible to build a good production line right now. I need the possibility to automatically bring the goods for production without actively buying from other nations. ...And I have not tested how many products the other nations buy automatically. What I need? Or I hope I can do: - Higher cargoshuttle capacity - and/or: More cargoshuttles in the stations (why 20? a squad have 12 airplanes...please 24 shuttles?) - the possibility of transporting automatically goods from sector to sector. (for example with a warehouse/teleport station in sector A and one in sector B)
×
×
  • Create New...