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Gantradies

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  1. ive had an issue like this once before, on a older galaxy back in..October, i think- this one's only a few (2-3) days old- appears to keep happening with or without mods enabled. from what ive been seeing, something is constantly copying and attempting to overwrite files in the galaxy directory- it was initially spamming the console with notifications that it was trying to overwrite faction/sector files with temp backups with ~ or v appended to their name (and it APPEARS to be creating said temp backups on the fly, and immediately trying to overwrite the originals whenever it starts at least some of the time-though the point i noticed was after it reverted a player faction/alliance something like 8-10 hours into the past-with no mention of an actual problem warranting this- ive checked after deleting all the existing ones, and when the spam starts up, it instantly starts creating them and complaining that, shockingly, the non-backup original's that're loaded into RAM are newer), then,after a crash i believe these attempts caused, it overwrote the inventory of an alliance/the alliances ships with copies from over a day before- and im seeing nothing about WHY this behavior is occurring- no mentions of missing or corrupt data, just attempts, sometimes within seconds of launch, to replace stuff, sometimes with "backups" created less then 15 seconds previously-sometimes "just" once or twice, sometimes filling the console with paragraphs-worth of attempts untill the server crashes-Ive gone past confused to just frustrated at this point :( Example Logs https://pastebin.com/4Z9yxGDv https://pastebin.com/4jyKHX68 https://pastebin.com/JNutze4m Mostly-complete (Missing two libraries) list of installed mods,and my current modconfig.lua https://pastebin.com/JceDdBz1 https://pastebin.com/v8mnGY8R current server.ini contents: https://pastebin.com/jEArfpDJ VM is running win10 (long story), DXdiag info and a snip of the available system resources included DxDiag.txt
  2. yeah- appears for now the previous versions the way to go- will admit im a little surprised the author hasnt responded by now- hope nothing happened irl >.<
  3. Thanks for the heads up. It seems the fighter beahaviour has changed. Repair fighters have to "FighterOrders.Defend" their own mothership, while they have to "FighterOrders.Attack" any other ship, to even start repairing. happy to help! ^^
  4. been meaning to check- back around/before custom turrets hit stable, id ran into issues making repair fighters- if you used a dual-purpose repair turret (heals both hull and recharges shields), the resulting fighters would only do one (usually recharge shielding)- anyone have word on if this has been fixed?
  5. little heads up, minor issue with the new support for repair fighters- if the mothership is damaged, they seem to just aimlessly swarm around it (ignoring all other damaged friendlies) like they do if you give them a vanilla attack command on their carrier
  6. appears to be broken for my server as well- the editor comes up, but all the buttons are nonresponsive- i can confirm it WAS working with the previous version, if it helps slightly narrow things down- if you edited the code regarding the GUI, maybe theres a mispell or the like?
  7. additional question (it started working), ive been seeing some delays before my fighters will deploy on my server, longer (20-30 seconds) then id expect- the main thing ive changed since i last had it up was some changes to the number of worker ect threads- ive seen some odd script lag with larger numbers of threads before, and was wondering if this could be related?
  8. a quick check- is the current version compatible with the latest Stable Release? setting my modded server up again, a bit more careful about checking after that bad experience with a bugged minecorp install >><
  9. out of curiosity, does this mood still work with the latest release/ have an unpdated version in another thread that does? i know im technically necroing,but i feel its a valid question-it was a fairly popular component of my last little modpack, and i am currently throwing another one together for my Discord group.
  10. ill admit this is something ive been looking for/hoping to find more about since they were introduced in the Experimental/Beta branch. essentially a detailed explanation of, well ,how the interface works- making turrets, Co-Ax mounts, mounting ect i have a number of questions/issues that go back some time-(including recollections of it letting me apply a single weapon to an infinite number of turrets at some point wayyy back-unsure if it was a bug or Creative behaviour) one of the Biggest is that im having minor issues with apparent clunk-is there a quicker way to Assign turret designs to a slot without opening up the editor, the design list, selecting it and closing the turret editor EVERY time (it tends to average 5-15 seconds per turret base (especially if you're not using the same design everywhere),and ive found precious little ingame info....
  11. yeahhhh, the loot split is stupid- if you're flying an alliance ship it just makes upgrades irritating especially since you have to drag every single item that builds up over >.<
  12. seems to have minor issues with the latest beta version- it functions, but im guessing it doesn't recognise the new folder system- aside from that, its still ticking over smoothly
  13. Players and Aliiances are (behing the scenes) just extended Factions. The fighters started from a ship will always be of the same faction as the ship. It doesn't matter, if a player is flying it. Regarding the crashes: These happened already in 0.16, but I still haven't found out why exactly. On top of that Avorion's event system is not reliable anymore (and Carrier Command is literally build on it): Sometimes registered events don't fire, which causes CC to not continue with its current task. This will e.g. show as fighters assigned to mine circle around the mothership despite there being asteroids left to mine. When CC was published the Vanilla ship-commands did not work with fighters and would just let the ship do all the work. But the devs included fighter support. So currently I recommend using the Vanilla tools at hand which have improved ever since. eh, not enough to be a valid replacement really-unless you use mono-tasker which is ..well....
  14. i was wondering, would it be possible to make it possible to set salvage-fighters to attack unshielded targets like fighters via the ingame configuration settings? i have a few iron/titanium-space designs that use salvagers/salvage beams instead of conventional turrets, and was slightly curious about this!
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