Sarok Posted February 21, 2019 Share Posted February 21, 2019 Updated for 0.20.5 1.10.1 (0.20.5) [2019-02-21] - adding crew increases build time by 5 minutes (vanilla) - Removed some unused code snippets - Custom ships have a skeleton crew while being constructed. Depending on your crew choice it might leave the ship after it's finished ("Empty ship" -> no crew left, "Add Crew" -> captain leaves, "Crew + Captain" -> no one leaves) Vielen DANK!!! Link to comment Share on other sites More sharing options...
Laserzwei Posted February 26, 2019 Author Share Posted February 26, 2019 Beta update 1.10.2 (beta0.21.x) [2019-02-26] - beta update - crew selection is now translated (vanilla) - ships now have a construction fee (vanilla) - relation requirements for some crew members (vanilla) 1.11.2 (beta0.21.1) [2019-03-01] - beta0.21.1 update (only vanilla changes) Link to comment Share on other sites More sharing options...
fordhamflash Posted April 11, 2019 Share Posted April 11, 2019 I can't seem to get this to work. In reviewing my client log there seems to be some type of error concerning "no file" called "shipbuilding.lua." I've attached the log. Any ideas? Thanks! clientlog_2019-04-11_15-55-15.txt Link to comment Share on other sites More sharing options...
Laserzwei Posted April 12, 2019 Author Share Posted April 12, 2019 I can't seem to get this to work. In reviewing my client log there seems to be some type of error concerning "no file" called "shipbuilding.lua." I've attached the log. Any ideas? Thanks! Thank you for the logfile. You run on Avorion 0.20[stable]. So you should download advShipyard_1.10.1.zip . 1.11.0 is for 0.21[beta] Link to comment Share on other sites More sharing options...
fordhamflash Posted April 12, 2019 Share Posted April 12, 2019 Ahhh! Well that explains how I got it to work on the computer at home, but not at work. Work? I didn't mean to say that. I definitely do NOT play this game at work. :) Link to comment Share on other sites More sharing options...
Laserzwei Posted April 19, 2019 Author Share Posted April 19, 2019 Update for Avorion 0.21.4 1.12.0 (0.21.4) [2019-04-19] - removed founding costs (vanilla) Link to comment Share on other sites More sharing options...
Dracolich Posted April 21, 2019 Share Posted April 21, 2019 Thank you!!! Link to comment Share on other sites More sharing options...
kirknay Posted June 3, 2019 Share Posted June 3, 2019 People on my server are getting a "No valid shipname" error. Any ideas why? Link to comment Share on other sites More sharing options...
Laserzwei Posted June 4, 2019 Author Share Posted June 4, 2019 People on my server are getting a "No valid shipname" error. Any ideas why? This could have multiple reasons. What Avorion-version is your server on (0.22 / 0.23)? What version of the mod do you use? What's the name your people want to give to their ships? (Special characters in it, ... ?) If on 0.23: Was this observed before 0.23.1? Link to comment Share on other sites More sharing options...
Valck Posted June 27, 2020 Share Posted June 27, 2020 @Laserzwei, I'm coming back to Avorion for my yearly fix ;) and your Advanced Shipyard is and has always been one of my must-haves, thank you so much for this mod! I'd like to change the time it takes to build ships though; is there a clean way of overriding just the local requiredTime = math.floor(20.0 + plan.durability / 100.0) from outside your mod, that is, with another mod that depends on yours and only modifies the two constants (and maybe also the one for "if captain > 0 then")? If that's not possible or feasible, would you consider adding some kind of a configuration file that persists mod updates? Link to comment Share on other sites More sharing options...
Laserzwei Posted August 30, 2020 Author Share Posted August 30, 2020 (edited) On 6/27/2020 at 9:07 AM, Valck said: @Laserzwei, I'm coming back to Avorion for my yearly fix 😉 and your Advanced Shipyard is and has always been one of my must-haves, thank you so much for this mod! I'd like to change the time it takes to build ships though; is there a clean way of overriding just the local requiredTime = math.floor(20.0 + plan.durability / 100.0) from outside your mod, that is, with another mod that depends on yours and only modifies the two constants (and maybe also the one for "if captain > 0 then")? If that's not possible or feasible, would you consider adding some kind of a configuration file that persists mod updates? You're lucky I've read this, because I'm not really active here anymore (but on steam). To answer your question: Your mod would have to override 'startServerDesignJob': -- keep the original function to call inside your overwrite function local mymod_startServerDesignJob = Shipyard.startServerDesignJob function Shipyard.startServerDesignJob(founder, captain, scale, name, planToBuild) mymod_startServerDesignJob(founder, captain, scale, name, planToBuild); --simulate the scaling already done in the original function local plan = planToBuild plan:scale(vec3(scale, scale, scale)) -- Change as you desire local requiredTime = math.floor(20.0 + plan.durability / 100.0) if captain > 0 then requiredTime = requiredTime + 300 end -- Inject your new time into the already setup running job runningJobs[#runningJobs].duration = requiredTime end The code is untested, but the principle should work Edited August 30, 2020 by Laserzwei code alignment fix 1 Link to comment Share on other sites More sharing options...
Valck Posted September 5, 2020 Share Posted September 5, 2020 Thank you for stopping by then and replying, will give it a try. Even though I'm no fan by any means of the Invision software these here forums are running on, I think functionally they are still vastly superior to Steam's sad excuse of a "forum" "discussions". Will be sad to see them go. Link to comment Share on other sites More sharing options...
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