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FuryoftheStars

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Posts posted by FuryoftheStars

  1. 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.

  2. 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.

  3. 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).

  4. 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.

  5. use C++'s <random> instead of rand.

    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?

  6. Also one thing with ships that patrol or defend a system: if there is a wormhole in the system they sometime end up entering it and then stop completly in the new systems... It would be great if they would simply jump back or npc ships should not enter wormholes witout an order to do so...

    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.

  7. 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?

  8. Alright, this helped me with my troubles. Now I*m able to fight fierce battles with my six over 9,000 Block ships while using everything the graphic options can offer. I simply deleted every file in the sector folder.

     

    C:\Users\YourUserNameHere\AppData\Roaming\Avorion\galaxies\YourGalaxieHere\sectors

     

    Hope this will help some people with the same problem.

    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.

  9. 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.

  10. I cleared out a sector of all stations and it had a gate owned by that faction.  So, it still costs money to go through it.  I wonder, is there a way I can board the gate to make it mine?  Or destroy it ?

    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.

  11. I had this problem last night.  Took 6 hours to fix rep.  An evening I could have used to further progress in the game, which I didn't.

     

    I see 3 ways to fix this.

     

    1. As someone said up above a permanent license.

    2. A checkbox that "auto-renews."

    3. Have AI captains STOP salvaging and either recall or set to defend all fighter salvagers when a license expires.

     

    Perhaps, optionally, a checkbox when ordering an AI to salvage that OVERRIDES the above listed license behavior, in case you don't care if the rep drops.  This would be mutually exclusive with auto-renew, obviously.

     

    I think Option 2 would work best with the setup the devs already have.

  12. 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.

  13. 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:

     

    PrVdyNI.jpg

     

     

    After:

     

    2X5Cxnh.jpg

     

     

    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.

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