Jump to content

FuryoftheStars

Members
  • Posts

    544
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by FuryoftheStars

  1. From everything I've heard, at this time it's not possible to change your home sector. Only reconstruction site.
  2. This may help in understanding some. https://www.avorion.net/forum/index.php/topic,6322.0.html
  3. https://imgur.com/a/jW8MHkV I thought I had noticed it in previous versions, but was never sure. Now I am with the framework in above image having a length of over 100 units. You can see in the second image there, that when transformed into blank hull, it fills it. Edit: Whoops, keep forgetting there’s a specific beta bugs section in these parts (though technically this bug is present in stable, too). Moderator, move if you deem necessary.
  4. Can't believe I'm just now noticing this... issue appears present in 1.0 as well. When I add a block on top of my ship, it adds to the width dimension instead of height. When I add a block to the side of my ship, it adds to the height instead of the width. And yes, I'm sure my design isn't accidentally rotated. ;) The X/Y/Z sizes of the blocks as I'm putting them on the ship still operate as expected. Edit: Whoops, keep forgetting there’s a specific beta bugs section in these parts (though technically this bug is present in stable, too). Moderator, move if you deem necessary.
  5. I don’t think you can. Your graphics settings... have you tried turning them down to absolute minimum? Even try window mode with a smaller resolution? Also maybe try deleting your sector files for that save in case that one is just corrupt. If you’re using any mods, turn them all off (I’ve seen people with a similar issue, although in asteroid fields, from using mods that increased the quantity of asteroids. If you’re using mods, it’s possible something similar may have happened for you).
  6. 1) Would be nice, but like SneakyTacts, I’m content with the current system of smaller thrusters and inertia dampeners. 2) Creative freedom. Allows people to design things their way. Don’t like having engines covered ? Then don’t design your ship that way. Don’t get me wrong, I don’t like covering engines either, so I design my ships with them exposed, but I wouldn't want to take away other’s design choices. @SneakyTacts, I like using hologram blocks here. Allows for you to see the engines, with color, and if you do several layers, they produce a nice glow. And weapons fire can’t directly damage the hologram blocks, so they stay looking nice through a battle (usually). :) 3) Fully agree, too much randomness. I created a mod to try and do something about this cause it was literally destroying my interest in the game.
  7. Try putting holograms in front of it with the colors you want. It’s not perfect, but can help.
  8. Increasing tractor beam range exposes a bug that can cause lag in actually tractoring stuff in.
  9. Too small in what way? Can you be more specific?
  10. I know based on comments in the randomext.lua file, it seems like they were attempting to make the random function 64 bit, and setup a system where it wouldn't return a different value every time (ie, feed in the same seed, get the same value back every time). This allowed what a turret factory can produce to be consistent every time you visit it, sector regeneration to regen the same stuff each time, and what allowed them to reliably predict what would be generated in each sector for the economy and faction maps. I'm sure there's a lot more that uses it, though. I don't know enough about C++'s random to know if any of that is possible?
  11. I've noticed some tips aren't respecting that setting.
  12. Same can be said for gates. This also applies to like mining/salvaging ships that are given an order to mine/salvage, but what they go after is on the other side of the gate/wormwhole, putting it directly in their path.
  13. I've noticed there's a Version() function available, but using it directly just returns a new instance of the version object (so version is all 0s) and not the actual game version. Anyway to use this or another way to get the version of the game the script is running in?
  14. Moderators, feel free to delete this.
  15. This may help some. https://steamcommunity.com/sharedfiles/filedetails/?id=1747690472 But yes, I agree that something in the base game would be nice, and having it on the Scanner upgrade would give it an actual use.
  16. So what exactly is stored in those files before I delete them? Information regarding what's in the sector, except player ships/stations. Only issues I've found from deleting them so far: All weapon groups on your ships/stations in these sectors get reset. Most turrets on a turret block with a custom turret design glitch and go back to their default looks. Just need to remove and readd the turret itself. Cleared out sectors (ie, all ships/stations destroyed) will regen. Claimed and built upon asteroids will end up with another claimable asteroid spawning. If you don't have any stations, then you can just simply move all your ships to one empty sector somewhere, note its location, then shut down the game and delete all sector files except the one you noted.
  17. Try out to 500? 300 is still less than the starting area. I think the starting area is in the 400s.
  18. Hey, I'm trying to mod missionbulletins.lua, but because of the way this file was written, I'm having some trouble hooking the functions. Anyone have an idea on this without my overwriting the whole thing? The functions themselves as well as some values they use are wrapped in an if statement. Here's the start of it: package.path = package.path .. ";data/scripts/lib/?.lua" include ("stringutility") include ("randomext") -- Don't remove or alter the following comment, it tells the game the namespace this script lives in. If you remove it, the script will break. -- namespace MissionBulletins MissionBulletins = {} if onServer() then local r = Random(Seed(os.time())) function MissionBulletins.initialize() end function MissionBulletins.getUpdateInterval() return 1 end function MissionBulletins.updateServer(timeStep) MissionBulletins.updateBulletins(timeStep) end local updateFrequency = 60 * 60 local updateTime function MissionBulletins.updateBulletins(timeStep) if not updateTime then -- by adding half the time here, we have a chance that a military outpost immediately has a bulletin updateTime = 0 local minutesSimulated = r:getInt(10, 80) minutesSimulated = 65 for i = 1, minutesSimulated do -- simulate bulletin posting / removing MissionBulletins.updateBulletins(60) end end updateTime = updateTime + timeStep -- don't execute the following code if the time hasn't exceeded the posting frequency if updateTime < updateFrequency then return end updateTime = updateTime - updateFrequency MissionBulletins.addOrRemoveMissionBulletin() end --etc Here's what I'm trying: -- Don't remove or alter the following comment, it tells the game the namespace this script lives in. If you remove it, the script will break. -- namespace MissionBulletins if onServer() then local ostime = os.time() local oldMissionBulletins_updateBulletins = MissionBulletins.updateBulletins function MissionBulletins.updateBulletins(timeStep) updateFrequency = 15 * 60 -- I'm hoping this changes the updateFrequency value.... oldMissionBulletins_updateBulletins(timeStep) end -- Complete overwrite function MissionBulletins.addOrRemoveMissionBulletin() local scripts = MissionBulletins.getPossibleMissions() local count = r:getInt(0,5) if count > 0 then for i = 1, count do local scriptPath = MissionBulletins.getWeightedRandomEntry(r, scripts) local ok, bulletin = run(scriptPath, "getBulletin", Entity()) if ok == 0 and bulletin then bulletin["TimeAdded"] = ostime Entity():invokeFunction("bulletinboard", "postBulletin", bulletin) end end end Entity():invokeFunction("bulletinboard", "checkRemoveBulletins", ostime, r) end end The actual error I'm getting is that "r" is a nil value from this line: local count = r:getInt(0,5) "r" is defined in the original file, though as a local value after the start of the if onServer() statement.
  19. Well, it’s more about who controls the sector that it leads to as to ownership. Also, even after destroying all ships and stations, it’ll still classify that sector as owned by the previous faction. You should be able to take control by building a single station yourself.
  20. I think Option 2 would work best with the setup the devs already have.
  21. Most likely, yes, the shear number of drones is causing/contributing to your problem. I see similar issues with a station of mine that's fully loaded with salvagers for cleaning up after the battle. I don't know if you can directly edit like that, but what you can do is setup a station with huge amounts of assembly blocks so that even the most expensive fighters only take a minute, even with 5 productions happening simultaneously. This should help in speeding up the process.
  22. I know in weapongenerator.lua, there is a property for assigning explosion radius. But I’m not sure if this would work for you?
  23. Unlucky: most likely, yes. I think the most the authors can control is distance from core that the faction can spawn. Not distance from the player or even replacing any/all factions with the mod’s.
  24. Yeah, I'm doubting there's an already included one, though I guess you never know (and maybe they'll add one). Ok, test results! From what I can see, deleting all the faction files has no odd effects that I can find. Most I see is that factions that I don't have anything near/haven't come into contact since the "wipe" no longer appear in the list of known factions in game. I can say that this is kind of expected. All faction relation numbers and statuses (ie, at war) seem to be unaffected. I did this while controlling a ship sitting in the Home sector of one faction. I had over 200 faction files in mine. I expect you'll probably see more with having more players. Upon loading in the first time, it seemed a little slower loading as it regened some of the files. Before: After: Obviously it's up to you if you want to try this. I don't know if there's a way to identify just the corrupt factions' files or not. Edit: And obviously, I'd still recommend making a copy of the entire galaxy folder as a backup, just in case. And as I think about it, too, you could maybe use one of the backups that the game makes automatically vs deleting the faction files.
  25. Well, that's part of why I'm suggesting making a copy of the server, first. Spin it up local to you and connect, fly to a faction sector, shut down then try it and boot back up and see what happens. Actually, give me a few. I have a creative I've been using to test all kinds of things. Let me poke it and see what happens. :)
×
×
  • Create New...