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Laserzwei

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Posts posted by Laserzwei

  1. Hey Laserzwei!

     

    I'm loving this mod (and your others), but I still find that I can't buy/sell with my complexes even after you released the .86 update.

     

    And using the BetterTransfer : UI Upgrade mod, I can't actually transfer cargo or crew with complexes, either.

     

    The buttons will show up when I first select the complex and press F, but if I de-select and re-select them the buy/sell and transfer crew/cargo options are both not on the list. When clicking buy/sell it just does nothing, and when I open the crew/cargo transfer window it pops up normally, yet doesn't let any items move back and forth.

     

    Any ideas? Also, kudos for the great work so far! I love your ideas, and your inspiration from X3 really makes me see a ton of potential for this game. After ~1,000 hours of X3TC and AP, I'm ready for more!

    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.

         

    WORKAROUND2: edit complextradingmanager.lua line 565 to

        for i = 1, 50 do                                --TODO increase and make dynamic

    This has the sideeffect of messing up the layout of the goods trading menu:

    YQdQJvl.png

    Thank you  [RF] Claymorel    for testing this out.

     

     

     

    If it does not apply please send me a clientlog (%appdata%/roaming/Avorion), where you experienced this bug.

  2. Having played X2 up to X3 Terran Conflict, seeing this makes me happy. This game somehow reminds me a lot of the X-Games actually.

    Good job.

    The X-Series was an inspiration for this game!

  3. Ah, yes, I've definitely removed the root block which was probably the tiny parts from the founding ship I used.

    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. Out of curiosity, Why does it require a client side installation? I'm in no means a programmer but I like to know why you had to do it like this. Good mod though! This is exactly what we need so trading makes more sense.

    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. The client and server logs as requested. Sorry about posting it here the PM system doesn't allow me to add attachments.

    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

    1. Founded Solar Station and customised it's look. (It's still capable of producing and trading with npc ships)

    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. With the complex screen still there I notice the costs disappeared

    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. how to move big asteroids within a sector with an unmodded game

    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.

     

    how to move big asteroids between sectors with an unmodded game (but with admin access)

    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.

     

    and an opinion that stations shouldn't be denied use of movement blocks

    Nothing modders can do atm. Ask Koonshi about that.

     

    These things may not be relevant to the development of this particular mod...

    Then why did you post them here?

     

    What is your point 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. This probably isn't helpful... but I've moved asteroids two ways.

     

    1) Build a ridiculously massive ship.  Like 'Try to scale up further and the UI gives a "THAT ISN'T GOING TO WORK" error'. (Yes, it really does that!).  Now, take that ridiculously massive ship and push the asteroid.  Or station. Or gate.  Pretty much whatever you want, really. 

     

    2) Build a mine on the station and be an admin, then use /teleport. :)

     

    Honestly, I don't see why stations and ships should be functionally different - you should be able to put a ridiculously massive and expensive bunch of thrusters on and turn, a big engine on and move forward, or a honkin' big hyperdrive unit and jump sectors.  It's just more mass, you know?

     

    In game terms, the functional difference between stations and ships is that stations produce goods rather than haul them, but that boundary can be fuzzy if you think about it.

    What is your point here?

  9. Am I missing something obvious, or did some file structures change between mod release and a recent update?

    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.

  10. is there any fix if the left side column limit have been passed and now can't see items in trade section

    so i can't bring it back to lower.

    except maybe destroying some factory and hoping for the best?

     

    look in the main post for "known issues". There are 2 Workarounds.

     

    Hello, love this mod,  one problem i've found.  once i've made a complex  traders stop comming in to the system to trade  and players can not sell / buy

    any ideas or info you need on it?  using new .86 ver -

     

    --reloaded the mod and seemed to fix the trade issue between players  but still no traders.

    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.

     

  11. Hey, we would like to use your script but I think I am to stupid to install it correctly.

     

    I've copyed the data folder and restartet the server.

    Jumped about 200 sectors away from my position in to unknow territory.

    Claimed a new asteroid but didn't get the "move asteroid" option :(

     

    What am I doing wrong?

     

     

    Edit: Do I have to install it on client and server? Since I've installed it on both, it works for me :)

    1) You need this mod to be installed on Server and Client.

    2) You need to "contact" the Asteroid after every Jump

  12. 01:29:12:944 could not execute function 'generate' in '"data/scripts/server/generatesector.lua"':

    01:29:12:946 modfiles/scripts/hooks.lua:34: attempt to index global 'config' (a boolean value)

    01:29:12:947 stack traceback:

    01:29:12:948 modfiles/scripts/hooks.lua:34: in function 'onGenerateAsteroidFieldHook'

    01:29:12:949 data/scripts/lib/SectorGenerator.lua:284: in function <data/scripts/lib/SectorGenerator.lua:272>

    01:29:12:950 (...tail calls...)

    01:29:12:952 data/scripts/sectors/loneshipyard.lua:58: in function 'generate'

    01:29:12:953 data/scripts/server/generatesector.lua:37: in function <data/scripts/server/generatesector.lua:18>

    01:29:12:954

    01:29:12:955 Setting script "data/scripts/server/generatesector.lua" to invalid.

    01

    Are you using this mod:

    http://www.avorion.net/forum/index.php?topic=3055.0

     

    Mine Corp

    ?

  13. I'm a little uncertain from the directions here. At the start you say that you need two factories to make a complex. Does that mean you need them present and existing in space in the sector you're working in? It's not clear from the pictures if the complex manager window is creating the factories or not, and if it isn't, does it remove the existing factory from space to attach it to the complex?

    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's the experience I just had, except for one important part - stations already in the sector when you install the mod can't be used as the starter station.

     

    I created a new station, used that as my jumping point then added the other pre-existing stations I'd built to the base, it removed the original stations as it expanded 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:

     

     

    before

    FqOhl90.jpg

     

    after

     

    t2wdgoU.jpg

     

     

  15. You can't Build Complex with existing stations - not sure if that's mentioned anywhere, but you have to found a new station after the mod is installed in order to get the Build Complex menu item.

    That is known and not something I want to change, since the factories can still be integrated into a Complex.

     

    And I can't buy/sell to the complex - it's happily whirring away producing items with the stock I already had in the original stations, but buy/sell appears to do nothing. Any ideas?

     

    Niggly detail - in the original stations, I can put 9999 into the qty box and it auto corrects to the max available. I'm lazy :P Your interface appears not to do that...unless that's related to the above problem.

     

    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. Nice move give a negative statbonus for generated energy, yeah its same as rising the consumption.

    Expecialy like this part "--adding 1 Turret per 600,000 net worth of the complex" its quiet usefull for big stations.

    Plus the way you done it is brilliant.

     

    Looks like the 4 weeks preperation and programming payed off

  17. Q: Its looking for produced power amouth to run right?

    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. Good to see that you have continued the mod :)

     

    Any idea how big it will be on performance on a busy server and does it currently conflict with OOSP or is it just not supported yet?

    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. 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:

     

    vU72XtU.jpg

     

    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.

     

     

    [X+]

    qEHuQJ2.png

    [X-]

    g514SXW.png

    [Y-] Y+ is the image of the previous spoiler.

    fg4s6Va.png

    [Z+]

    IoY7lmX.png

    [Z-]

    DBYa02J.png

     

     

     

    I chose [Z+] for my Oil Refinery.

     

    nOn7j5W.jpg

     

    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).

     

     

    0pJEN0J.jpg

    This picture was taker AFTER the Oil Refinery was added, hence the 3rd factory.

    The sliders allow for a placement in 5m steps from -100 to 100. In the textboxes to the right you can choose any integer. This gives a 1m precision when combining your complex.

     

     

    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.

     

     

    AJmhoVz.jpg

    Notice how the viewport changed to the Servo-Subfactory and [Z+]-top is now greyed out and [Z+]-bottom is now active. Due to previous settings the third factory tries to get added in the [Z+] direction, but we are focused on the servo-subfactory. The [Z+] place is already blocked by the Oil Refinery and therefore the build button(very bottom) is greyed out.

    *ignore the clipping, it's caused by the shifting of the viewport :D

     

     

    The Construction continues with a Steel Mill in [X-]-direction.

     

    P0ga5xm.jpg

     

    A Scrap Metal Trader added in [Z+]-direction with an additional offset in x-/z+ and a proposed Coal Mine in [X-]

     

     

    ELprdJl.jpg

    The +40 in x-direction is applied to the mine and not to the already added Scrap Metal trader.

     

     

     

    Now that the first factories are added, some of them start producing:

     

     

    qA3c8tR.jpg

     

     

    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:

     

     

    inqkawt.jpg

    vQXnBZ3.jpg

     

     

    After adding the Conductor Factory, Cink Mine, Aluminium Mine and a Noble Metal Mine the complex is now constructed:

     

    9X79UH9.jpg

     

    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 ...

     

     

    t2wdgoU.jpg

     

     

     

    ... and of every single Factory:

     

    s03D0SY.jpg

     

    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

     

     

    fozBNH3.jpg

    This took a whole 140GW of Power! The higher the Class to upgrade to the more expensive the next step up gets. The power requirements vary from factory type to factory type, where more expensive factories need more power to upgrade.

     

     

     

    Final Productivity Configuration:

     

    i4KzL2d.jpg

     

     

    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.

     

     

    XkvYVgK.png

    Left: Goods Sold to traders

    Middle: Intermediate Goods not visible to traders

    Right: Goods bought from traders

     

     

    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.

     

     

    CWPRwQW.png

    In the middle you can change the stock of every good. Type in the max. Stock and press "Set".

     

     

    After changing most of the stocks:

     

    2EOLXPe.png

     

    This has direct influence to the trading menu:

     

     

    Buying Goods from the complex:

    PAGLtTf.jpg

     

    Selling Goods to the complex:

    osf1AMs.jpg

     

     

     

    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:

     

     

    Guns, lots of guns:

    VlEKeFD.jpg

    NqJFM5N.jpg

    That's right Factories can get an extra Weaponslot for every 600,000$ net worth.

    bonus points, if you know where the reference in the beginning of the spoiler comes from.

     

     

  20. 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/*

     

     

     

    --0.90b for 0.15

      - properly added the config, thanks Dirtyredz

    --0.90 for 0.15

    - Updated to 0.15

    - using production from assemblers the same way factories do

    - complex overview shows the required productioncapacity for the current cycle, for all factories running and the rate at which it gets generated

    - Improved overview of tradingTab by changing the layout slightly, assigned cargo now has a  '*' as indicator, tradinglists are sorted

    - extended config

     

    --0.89b for 0.14

    - Fixed a problem when migrating from 0.88b complexes.

     

    --0.89

    - Fixed crashes and general weird behavior with asynchronous Entity changes (This is what broke v0.88 since Avorion 0.13)[The build menu needs a manual input(button press/slider change/station selection) to properly show the next build phase]

    - Founding-stations for complexes can now have a different rootIndex than 0 (The whole mechanic behind got a lot more forgiving)

    - The stretching of the connections, when adding new stations in a single direction is now gone (New stations will still always be outside of the complexes Bounding Box, but without unused space)

    - Overview tab keeps correct colors when changing priority

    - Alliance permissions system is now implemented

    - Factories that need no ingredients and produce no garbage, but have >1 product(Noble-Metal-Mines, Gas-Collectors, ...), will now continue producing, if there is space for at least one product.

    - Moved to /mods/ directory. If you have Complexes in your Galaxy follow the updated installation instructions!

    - The construction Tab now shows the name of the subfactory you are currently connecting to

    - NPC trading is now integrated into the mod. It can be disabled via the /mods/complexMod/config/config.lua file. (works with Better Docking http://www.avorion.net/forum/index.php/topic,3892.0.html)

    --0.88b  for beta .8782

      - The build button could be pressed, when a player was not supposed to.

    --0.88  for beta .8782

      - rudimentary Alliance support, until a vanilla bug is resolved

      - Fixed a bug, where not having enough resources could lead to dataloss

      - added backup system to preserve complexdata

      - fixed an exploit that could give a full cargohaul of goods

      - complexoverview is now sorted and shows missing or excess good production

      - added Complex Management menu, in which Name and Title of a station can be changed

      - complexfactories can be sold (at 70% of the initial factory cost). This can not be undone. The Buildings stay in tact.

    [Complextrader]

      - can now transport up to 5,000 goods at a time

     

    --0.87b

      - A non harmful bug removed where

      "Received an invoke script message the wrong sector. Coordinates: xxx:yyy"

      would be printed into client-log

      - added an optional download to let NPC-Freighters trade with complexes

    --0.87

      -Added ability to change the name of a Complex.

      -The Trademenu is now fully dynamic and can hold any amount of trading-goods

      -The Complexoverview now has Scrollbars. This improves visibility of Productions.

      - Many smaller improvements in the UI.

     

    -- 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:

    before

    FqOhl90.jpg

    after

    t2wdgoU.jpg

     

    -- 0.85 release

     

     

     

     

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