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Cypher

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Everything posted by Cypher

  1. Hey guys, Sorry for dropping away last 2 weeks. Some unfortunate events happened in RL which made me unable to focus on programming last couple of weeks. I'm trying to pick up the pieces again where i left them and hopefully be able to update the mod with the planned features. I still do plan to implement them, i just ran into some trouble. I hope i can finish up the new version soon. Greets
  2. Cypher

    [MOD] /wormhole

    I have looked into this and i have not find a way yet to remove it by code. It does however tend to update after a while, have not found the exact situation yet on when it does, could be that visiting the 2 sectors by jumping instead of warping might remove it
  3. I'm sorry i'm a bit caught up at the moment with RL this week, i most likely have time to finish it all up this weekend :)
  4. As i mentioned a bove, currently it only matches exact turrets. At this moment im implementing the option to combine higher/lower rarities and materials so more research can be done. This mod does not change anything about the actual researching, it only automates the process the user normally does. The original research depends on what input it is given. Currently the mod already works with a minimum of 3, but for this a setting has been implemented which can be used in the next update of the mod to set the minimum amount possible. To see what the chances of getting a better item are check the Avorion wiki page on research stations here: http://avorion.gamepedia.com/Research_station I hope i can release the update to the mod soon
  5. No there isn't an easy way to do this, the manual easiest way to not upgrade things u dont want to is to place them on your ship temporarily
  6. The checkboxes already give you the possibility to pick which Rarities should be used to upgrade or which to not upgrade
  7. That it only allows you to use it once is a bug that can happen, which i already fixed in the update im working on. Currently it only works when you have 3 to 5 of the same item. The update will have options to have it make matches with lower/higher rarities and different materials. This was already mentioned in the first post. I expect this update to be finished today or tomorrow.
  8. Mod implementation is still undergoing development, improvements will be made sooner rather than later. There has already been a discussion type about folder hierarchy and such
  9. Are you sure the focus function is persistent, like is the mirror still in the same position after leaving build mode and entering build mode again?
  10. Cypher

    [MOD] /wormhole

    This mod adds a /wormhole command to your game. To use: Use /wormhole or /wh followed by: "info" to get a console printout of the WormHoles in the current sector Use /wormhole or /wh followed by: "create x y" to create a WormHole to sector x,y To use this on a server the server needs to have the mod installed. There are 2 settings which can be changed: WormHole lifetime - Controls how long a WormHole remains alive Admin permission - If the command can only be used by admins The settings can be found in: .../Avorion/data/scripts/player/cmd/wormhole.lua If you do come across bugs please take the time to let me know Furthermore if you have any suggestions or ideas feel free to share them. Also if it might be an idea for a different mod ;) Enjoy! Installation Planned features: Setting for center ring protection so players cannot warp to the center instantly Setting for max distance between current and target sector An immersive implementation meaning that it will have configurable settings for items needed and/or a price to be paid once or depending on distance to open a WormHole for non-admin players A nice UI to complement the mod :) WormHole.zip
  11. In regards to factions still being worked on by the developer i think it could be "wasted" time to already start working on mods for them, because a lot of the functions you might create now could be part of one of the next updates.
  12. Ah ok thanks for letting me know, ill fix that with the next update then :)
  13. I think you will have more chance of finding a solution by posting on the bug report thread, https://www.avorion.net/forum/index.php/board,4.0.html Show them the screenshot of the font your game is using (Refer to this thread) They might be able to tell you atleast what is wrong with the incorrect font being used. Also the bug report section is a better fit for this subject.
  14. Oh does it? is there a way for you to check if the server has it? It can work mostly cliently side i just haven't been able to test that yet
  15. You might want to update the info for the Xsotan artifact II. You do not need to insert an additional Xsotan Artifact to receive it, any 3 legendary System Upgrades will do. I had already seen this in the research station code, and i just tested this. You can insert 1 and it will accept that. The code says: if inputKeys <= 1 then Which ofcourse means 1 or less than 1 I am not sure if you also posted on the wiki, but they copied your stuff to there or the other way round :P So it needs to be updated there to, if it weren't 3 am i'd make an account and do it. If it's not changed when i wake up tomorrow ill adjust it
  16. I think those are the main fonts used by the game, has the font always been like this for you? Or did they maybe change after adding a mod?
  17. Could you check the fonts folder listed under Avorion/data/fonts and tell me what fonts are in that folder?
  18. Tooltipmaker.lua can be found in data/scripts/lib
  19. The way modding currently works it does need some changes to the server side script for the researchstation. I have tried to get around this but have not yet managed to do this succesfully. Currently the game developer is working on better mod support so in the future it might be possible. No, it is a minified version of my code where variable names have been replaced and comments are removed including line endings. The reason i did this because in the past i have had code stolen without any credit given in another modding community. So i did it this way to atleast to some degree make it harder for the people who do steal other people's code, shamelessly modify it a tiny bit, and call it their own. This however does not mean that i'm not willing to share my approach, ideas & solutions. If you (or anyone else) is interested in how i did certain things you are free to send me a PM about it :)
  20. My guess is that OP has not got the default font installed. I am not sure what the name of the default font is. But adding this might fix the problem or at least make it more readable.
  21. Thanks for the kind words :D Most of the planned features should not take too long to implement. I just wanted to get a version out. If you notice anything of or got any ideas for improvement let me know :)
  22. As the name suggests this mod adds the option to do automated research for both System Upgrades & Turrets. This is easily done by selecting the rarities in the Research Station window and selecting Automatic (See image below). Currently it will only research exact matches for system upgrades. For turrets it will take into account the material, weapon type (e.g. Railgun) and the number of weapons. Research is done when atleast 3 of the items are available and add the 4th and 5th if possible. It does Not mess around with the Xsotan Artifacts! If you do come across bugs please take the time to let me know, i have tested it time and time again but most likely did not try any sequence of events you guys might. Furthermore if you have any suggestions or ideas feel free to share them. Also if it might be an idea for a different mod ;) Enjoy! Installation Planned features: Setting for minimum amount needed before research is done Setting for filling empty slots with lower or higher Rarity Setting for filling emtpy slots with turrets of a different material/weapon count Visualisation for items used in research[1] [1] This is currently turned off to improve performance, also the inventory in the window will not be updated until all research is complete for the same reason. Images AutoResearch.zip
  23. I know Lua doesn't natively support enums, so i was wondering if there's a way to loop trough the values without having to make my own tables, if not then ill just make them but was just wondering :D
  24. If it's not possible, then why is there a loading screen saying that it's possible to revive some wreckages again? edit: Sigh, i should have read more thoroughly you are right
  25. Is it possible to get a reference to a script which resides on an entity in order to use functions and/or access variables?
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