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Laserzwei

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Everything posted by Laserzwei

  1. It sounds like one or both scripts crashed. Please check, if this might apply to you: - Having more than 15 goods in either the bought or sold List will crash the mod This behaivior is inherited from the vanilla tradingmanager.lua. WORKAROUND1: place some goods into the middle List (intermediates), BEFORE reaching 15 goods. If it does not apply please send me a clientlog (%appdata%/roaming/Avorion), where you experienced this bug.
  2. The X-Series was an inspiration for this game!
  3. Line 109-122 of the clientlog confirm my first guess. You could try and use a third factory, where you didn't remove the rootblock, as the start of your complex and add the solar-power-plant to it. That should be a workaround. Edit: You can turn DEBUGLEVEL to a lower number, if you wish.
  4. If a Player (or Entity, however this mod doesn't add one to an Entity) has a Script attched it needs to be available on both the client and the server.
  5. would you be so kind and set DEBUGLEVEL=4 in the top of entity/complexManager.lua and entity/ui/complexManager/constructionTab.lua. Then purposely again produce this error and send the resulting log. My best geuss is that you removed the rootblock of your solar-power-plant, when you Which should be totally fine! This probably changed the rootblocksIndex to something else then "0", which ultimately caused the crash. The new log files will definately clear this up.
  6. This is the typical behaivior, when the mod crashed pls send me your logfiles (client[%appdata%/roaming/Avorion] AND server[%appdata%/roaming/Avorion/galaxies/<yourgalaxyname>]) Please send me the Log-files via a private message. I might need you to do some more steps, wich I guide you through, that would unnecessarily fill up this thread.
  7. This mod doesn't provide a way of moving asteroids within a sector. This is due to the fact that, and you already mentioned it, you can move them with force turrets. 1)When this mod was released, the /teleport command wasn't even included in vanilla. 2)Not every player has access to /teleport- I'm pointing at most dedicated servers. 3)First making a Mine and then having to type the coordinates for the /teleport command seems very inconvenient. Nothing modders can do atm. Ask Koonshi about that. Then why did you post them here? What's yours? Somehow all the things you pointed out missed the point of mod's thread or -even worse- don't belong in the modding section of the forum at all.
  8. You are missing something obvious: You are not running a dedicated Server. Therefore the guide for Server-Owner/-hoster: and Client don't apply to you. Following the instructions of Singleplayer is enough. No fumbling in the appdata/roaming/Avorion-folder is required.
  9. look in the main post for "known issues". There are 2 Workarounds. The absence of traders is known by me and it is not a feature that will come in soon. However there is a 50/50 chance that traders appear (and work), if you change line 32 in data/scripts/sector/traders.lua from local scripts = {"consumer.lua", "factory.lua", "tradingpost.lua"} to local scripts = {"consumer.lua", "factory.lua", "tradingpost.lua", "complexFactory.lua"} I do not take any warranties for these lines of code. Send me a private message, if any problems with (player-)trading persists.
  10. 1) You need this mod to be installed on Server and Client. 2) You need to "contact" the Asteroid after every Jump
  11. I never heard you could fix something that works as intended. No really this mod only applies to stations.
  12. Are you using this mod: http://www.avorion.net/forum/index.php?topic=3055.0 Mine Corp ?
  13. You need 2 built factories to start constructing a complex. You can open the menu with one factory, but you will not be able to utilize any of the configuration options, neither will you see a preview of your complex. All stations added to a complex will be removed. The crew and cargo will be transfered into the complex. That is the intended way of getting factories that were built before installing the mod into a complex. The infrasructure behind adding the menuoption to every existing factory would require more intrusions into vanilla gamefiles- It wouldn't outwight the costs. I also added the following to the known issues tab ~1:30h before you wrote your answer: - Stations founded before the installation of this mod, can't start a new complex. However: You will still be able to integrate them into any complex within the sector, from the next station placed after installation.
  14. New Version released: -- 0.86 - In the Buy/Sell Menu for all trader the buttons wouldn't work as well as the input was not handled correctly. - The Complex overview now uses the available space better:
  15. That is known and not something I want to change, since the factories can still be integrated into a Complex. This sounds like a bug. I will have a look into it. Edit: Yes it was a bug. The 2nd depended ont the first one. It will be fixed with the next update :) Edit2: I forgot to mention that only stations placed AFTER the installation will have the ability to start a complex.- Now mentioned in the known issues section
  16. Looks like the 4 weeks preperation and programming payed off
  17. Where it says xx.yyGW Free, it shows the excess power. I asked Koonshi to obfuscate the EnergySystem and he did in the last patch. Thank you again Koonshi. Before it wasn't even possible to read how much energy was produced or consumed. Sadly I still can't increase energy consumption let alone show it in the energy overview. I actually have to reduce the energy production. But it works good enough!
  18. This mod is highly compatible with pretty much anything we have in mods. The only file modified is stationfounder.lua- with a single line added, so that the script gets registered. This includes OOSP. The symbiosis is not done yet. The complexes don't produce out of sector. Performance wise it is actually quite good. It currently moves a little more data between Server and client than probably needed. (But still less than a detailed Entity). The only problem is the complexPreview- That is CLIENT-side only. And a vanilla UI-widget so I can't do much about it. A complex of 15 Factories probably has the same performance as 15 single factories. I haven't tested what happens when a client doesn't have the files tho.
  19. Pictures of Compl3xes: I am looking to add some more pictures of complexes to this post. Send me some so I can add them ;)
  20. In this tutorial I will show you how to build your own complex on the basis of the Servo production chain. Mod can be found here: [CPX3] -There is also a list of known issues and workarounds! Before you can start you need at least 2 Factories in a single sector. Mines count as factories too and can be as easily attached to a complex, but you can only start a complex from a factory founded by a ship. Every station added to the complex will be removed from the sector. The crew and cargo on the station go into the complex. We need the following factories: [*]Servo Factory [*]Steel Mill (the more expensive one) [*]Plastic Manufacturer [*]Conductor Manufacturer [*]Oil Refinery [*]Scrap Metal Trader [*]Solar Power Plant [*]Cink Mine [*]Aluminium Mine [*]Gold and Platin Mine [*]Coal Mine(added by a mod) [*]Raw Oil Mine(added by a mod) The Construction Menu We start by calling the factory, which will be our "basefactory", with 'F' and selecting the option "Build Complex". Every factory we add will be added to this basefactory. I selected the "Servo Factory" as my basefab. You can choose any factory that has the "Build Complex" option (Mines don't have it!-But you already read that ;) ). When it opens you get a view like this: It will select the next best station and give you a preview of how it might look, if the 2nd-station was added on top[Y+]. You can choose any of your own factories by clicking on the selector circled in red. Within the next spoiler are picture that show the effect of adding the factory in a different direction. You can select the directions by pressing one of the 6 buttons top left. I chose [Z+] for my Oil Refinery. You can see there is quite a gap between these 2 Factories. This happens, because their boundingboxes are used to estaminate a collisionless placement. To correct these small missplacements activate the Advanced Building Options tickbox (circled in red). You might have noticed that the [Z-]-Button on top is now greyed out and [Z-] at bottom is now active. This is because the factories are ordered in a 3D-Grid. The controls in the bottom row control allow you to navigate through this grid, by changing your viewport. The Construction continues with a Steel Mill in [X-]-direction. A Scrap Metal Trader added in [Z+]-direction with an additional offset in x-/z+ and a proposed Coal Mine in [X-] Now that the first factories are added, some of them start producing: We will discuss the Complex Overview window in the next topic. In this picture the Plastic Factory (1), Solar Power Plant (2) and the proposed Raw Oil Mine (3) can be seen. As well as their effect on the Complex Overview Window: After adding the Conductor Factory, Cink Mine, Aluminium Mine and a Noble Metal Mine the complex is now constructed: At every point you can modify the complex or stations you want to add with the vanilla build menu and change their appearance. Before you do so read the "Important things at last". The Complex Overview Here you can find the prodction and consumption statistics of your whole complex ... ... and of every single Factory: You can also change the Class of a factory here. A Class conforms with the Size description of Vanilla Factories: Class II = S Class III = M Class IV = L Class V = XL Class VII = XXL up to Class X, which is 5 times the production capability of a Size S Factory. You may ask why 5 and not 10? The answer is simple: A size S factory already has the production capability to process 2 productions at once. A Class V factory has the ability to process 5 productions at once and a Class X to process 10. The naming should be much clearer than the vanilla one. Here I set a Scrap Metal Trader to the max. Class, so that the Steel factory doesn't run out of resources Final Productivity Configuration: The Trading Overview After the complex has been build and the productivity tweaked, you probably want to configure what traders can buy and sell, as well as set the stocklimits for your goods. This is how it looked for me. This may vary depending on the order the factories get added. You can move goods from one list to the other with the ">"/ ">>" Buttons. There is currently a problem when either the right or left list has more than 15 Entries. This is inherited by the vanilla tradingmanager.lua. You can workaround it by adding goods to the intermediate List before one of these Lists gets too big. Here I moved some goods to the intermediate List and prepared Platinum to have a maximum Stock of 1000. After changing most of the stocks: This has direct influence to the trading menu: Important things at last: You might have noticed the big red boxes in the construction section (if not check the pictures out!). These are the cores of your subfactories. If they get destroyed that subfactory is destroyed as well and needs to be readded- no refunds!. Protecting it should have a high priority. There is one more thing this mod adds:
  21. version history --0.90c for 0.15 - non default 1st factory rootblock does less hassle - fixed issue with eploitable cargo assign buttom - fixed small fallback issue in tradingutility.lua (would only occur, when the mod was inproperly installed) - updated stationsfounder.lua to reflect recent Vanill changes - fixed small typo in the construction tab: "Opotions" -> "Options" - removed outdated compatibility files from /data/*
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