Laserzwei
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Posts posted by Laserzwei
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Hallo!
Gleich vorweg, mein Englisch ist leider zu schlecht um Hier zu schreiben.
Darum hoffe ich es macht nicht zu viele Umstände hier auf Deutsch zu schreiben.
Danke das du dich dem Projekt- Carrier Command angenommen hast. Es ist mein wichtigster Mod und ohne diesen würde ich Avorion schon lange nicht mehr Spielen! Ich spiele ein Einzel-Spiel und habe in meinen Sektor mehr als 1500 Jäger im Einsatz. Es ruckelt ein wenig aber es ist gut zu spielen und bin total begeistert.
Aber jetzt zu meiner Problem/Frage:
Obwohl ich die Chackbox "Attack Civils" nicht aktiviert habe greifen meine Jäger immer Zivile Schiffe (Frachter Händler) an.
Die Funktion "Attack Station" funktioniert einwandfrei!
Vielleicht kannst du mir ja weiter helfen!
lg
Sarok
Gilt das für alle zivilien Schiffe?
Oder nur manche? Z.B. Waffenhändler, Equipmenthändler, Frachter oder andere?
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in /data/scripts/systems/
- arbitrarytcs.lua
- civiltcs.lua
- militarytcs.lua
- teleporterkey<X>.lua
the function:
function getNumTurrets(seed, rarity)
returns the amount of turret-slots added
- arbitrarytcs.lua
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You started it. I'm willing to move this discussion along in a more intelligent manner.
Wrong, who started the topic? I'm still waiting for you
You want to discuss these ideas I've presented in detail? I'm down. Can we do this one by one?
Waiting 5 posts for that already. Order it as you please
You say the first idea is good. If it's a good idea then why should it be limited to a mod?
Finally something to discuss.
Wrong assumption though.
I've never excluded it from the game, getting a mod is just faster. That is, If you can find a modder. I'm not going to mod for such a stubborn person. From there it's much easier to tweak it in cooperation with the modder, than it could ever be via the gamedev. The final mod can be integrated into the vanilla game, if the gamedev likes it. If not, you still have the mod. win-win
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It seems like you were just blowing off steam
That is exactly what I thought about your very first response. I sadly couldn't find any substance in it...
If you don't like my ideas you don't like them. What else can be said? There's no sense in elaborating if you're set on dismissing my ideas.
Maybe you didn't elaborate them enough. Maybe they hold less value for the game, than you're currently convinced? There is a lot to be spoken about and I'm open to find out, are you?
I like the general idea of increasing the amount of gameplay in Avorion. If you've read my 1st response you must have noticed that.
Do you really want me to elaborate? Or are you just arguing?
Yes.
Arguing is the process of understanding someones point of view. Nothing to be afraid of
Tuning your aggressive tone down will likely help though
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I find your responses unintelligent and overly dismissive. Obviously, implementing my ideas would require rebalancing the game.
Why is offering ideas complaining?
If the game has more challenge added to it and it becomes too challenging for you then you can play on a lower difficulty. Don't force your play style onto others please.
The game has a clear direction? Edge to Core? Did you read the title of the post? The whole point of my post was to offer ideas on ways to change that linear approach. You don't like my ideas? Fine. Don't whine about it.
Ask yourself: Did this answer help support the points you brought up in the first post?
I gave my opinion about your ideas and explained which and why I like/dislike them. Now you're offended, but I don't care.
So anything productive you want to add here?
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There's this huge, beautiful galaxy but there's very little reason to explore more than a very small amount of it. I've come up with some ideas:
1)Give reclaimable wreckages boosts to performance that can't normally be built into ships. These boosts might be associated with the root block of the wreckage, or, if the boosts were big enough the wreckage might be uneditable or partially editable. If these boosts were varied enough and substantial enough then it would entice players to explore the galaxy in order to find these powerful, reclaimable wreckages. Don't concentrate the better ones near the center of the galaxy. Make the better ones more expensive to operate. If an early game player doesn't have the ability to reclaim the wreckage they can mark the location and move on to find one that's more suited to their current abilites then come back later.
Could be easily done with a mod, balancing would literally be the hardest part.
2)Have captains and generals give boosts to ships. Create white/ green/ blue/ yellow/ red/ purple captains/generals and pepper AI factions with them. Don't concentrate the most powerful captains/generals in the center of the galaxy. Instead, have the more powerful captains/generals require a much higher salary. Create random events in which players can destroy very powerful ships and obtain its captain or a general upon destruction(SPAZ).
Not currently moddable (only the boost part is, the rest would require changes from the dev). But I like the general idea of different highly specialised Crews.
4)Make better use of the "worshiper" sectors. Make them extremely rare, no more than one for every AI alliance. Greatly reduce the availability of resource rich asteroids in general but make these "worshiper" sectors extremely rich and well defended. Give these sectors the ability to slowly regenerate resources, not so fast that a player doesn't have to move on but not so slow that the sector doesn't have use in the future. This would have the added benefit of giving players something to PvP over and would also give players a good reason to make enemies with AI factions. Currently, as far as I can tell, there is no good reason to make enemies with AI factions. Mid/late game players might head to the outskirts looking for these sectors because the ones closer to the center are too well defended.
All Asteroid-field sectors actually regenerate some asteroids already. I don't think the worshipers need more detail atm.
6)This idea would require the ability for new AI factions to seed as well as more advanced game mechanics but maybe it's something to think about. Create "cosmic" upgrades. These cosmic upgrades might only be obtained by eliminating an AI faction's adversary completely. If adversarial relations shifted and not every faction had an adversary then finding these upgrades would require a lot of exploration. Since AI factions in the center are more powerful this would give mid/late game players a very good reason to explore the outskirts of the galaxy.
Giving the player a god module, especially with 5) would absolutely break any attempt for any kind of balancing. More Dps/HP =/= more fun (not even in pvp. Especially not, if your opponent gets them first!)
7)Most importantly, make the game a lot more challenging so that players have a reason to explore for these things. Increase the cost of building turrets. Make enemies more powerful. Make resources less plentiful. Decrease the efficiency of salvage turrets. Reduce the player's ability to gain credits. Nerf shields. Make the core a ruthless, nearly unbreakable place for truly powerful players who have invested hundreds of hours in the game. The game is just way too easy at this point which pretty much destroys the need to do any large scale exploration and shortens the lifespan of the game. This game is good enough to keep players interested for a longer period of time than it currently takes to master the core.
So you say you want better/best upgrades/turrets (that is what 1,2,5,6,8 can be summed up to) and then you complain here (7) that the game is too "easy" to beat. Right after that you want to nerf every aspect of the current gameplay into a hellish grind. Avorion is already very grindy for new players and especially at the start. Your proposed changes would keep lots of players away from Avorion. Therefore I have to disagree with your improper "balancing" proposals.
There are the "Bigger is Better" mods that can give you harder enemies, if you're after that. But don't force your playstyle onto others.
Generally you seem to have two metas here:
- "make everything harder to obtain, but give (inbalanced) rewards for it"
- "pull players away from the core"
I'm against the 1st and already stated why.
For the 2nd I have to state that the game already has a clear direction: From Edge -> Core. This is literally the main plot of the game. And that plot actually includes traveling away from the core back into the Edge and then back into the core. The only improvement I can see here is putting interesting sectors along that path.
Also you seem to be worried about missing content after beating the Guardian? Well the official roadmap has you covered.
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Well on twitter Koonschi posted these patchnotes:
http://steamcommunity.com/games/445220/announcements/detail/2732995878613284518
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So dispite (accidentally?) having the 0.16.3 patch notes posted here, there is some cool new stuff:
- Usable/consumable Items
- An hiding from Persecutor-structure/ship/satellite called "energy suppressor"
- An utility Merchant selling above
probably some more that I missed while looking through the files
- Usable/consumable Items
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Create 2 new files:
/scripts/commands/torpedo.lua
/scripts/player/torpedo.lua
/scripts/commands/torpedo.lua :
package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/player/?.lua" function execute(sender, commandName, warhead) local ship = Player(sender).craft ship:addScriptOnce("data/scripts/player/torpedo.lua") ship:invokeFunction("data/scripts/player/torpedo.lua", "start", sender, commandName, warhead) return 0, "", "" end function getDescription() return "/torpedo [type]" end function getHelp() return "soo many torpedos" end
/scripts/player/torpedo.lua :
package.path = package.path .. ";data/scripts/lib/?.lua" local torps = { Nuclear = 1, Neutron = 2, Fusion = 3, Tandem = 4, Kinetic = 5, Ion = 6, Plasma = 7, Sabot = 8, EMP = 9, AntiMatter = 10, } function initialize() end function start(sender, commandName, warhead) if not torps[warhead] then warhead = "Nuclear" end local ship = Player(sender).craft local TorpedoGenerator = require("torpedogenerator") local x, y = Sector():getCoordinates() local torpedo = TorpedoGenerator.generate(0, 0, nil, nil, torps[warhead]) --stats ---general properties torpedo.rarity = Rarity(RarityType.Legendary) torpedo.tech = torpedo.tech torpedo.size = torpedo.size -- body properties torpedo.durability = torpedo.durability torpedo.turningSpeed = torpedo.turningSpeed torpedo.maxVelocity = torpedo.maxVelocity torpedo.reach = torpedo.reach -- warhead properties torpedo.shieldDamage = torpedo.shieldDamage torpedo.hullDamage = torpedo.hullDamage * 100 torpedo.shieldPenetration = torpedo.shieldPenetration --[true or false] torpedo.shieldDeactivation = torpedo.shieldDeactivation --[true or false] torpedo.shieldAndHullDamage = torpedo.shieldAndHullDamage --[true or false] torpedo.energyDrain = torpedo.energyDrain --[true or false] torpedo.storageEnergyDrain = torpedo.storageEnergyDrain torpedo.damageType = DamageType.Physical torpedo.acceleration = torpedo.acceleration -- reach max velocity after 10km of travelled way if warhead.damageVelocityFactor then -- scale to normal dps damage dependent on maxVelocity torpedo.damageVelocityFactor = torpedo.damageVelocityFactor torpedo.maxVelocity = torpedo.maxVelocity torpedo.hullDamage = 0 end -- torpedo visuals torpedo.numShockwaves = 1 torpedo.shockwaveSize = 60 torpedo.shockwaveDuration = 0.6 torpedo.shockwaveColor = ColorRGB(0.9, 0.6, 0.3) -- torpedo.shockwaveColor = ColorRGB(0.1, 0.3, 1.2) -- this looks cool :) torpedo.explosionSize = 6 torpedo.flashSize = 25 torpedo.flashDuration = 1 -- see /lib/torpedogenerator.lua for more local launcher = TorpedoLauncher() if launcher == nil then return end local shafts = {launcher:getShafts()} for _, shaft in pairs(shafts) do for i = 1, launcher:getMaxTorpedoes(shaft) do launcher:addTorpedo(torpedo, shaft) end end --torpedo storage --[[for j = 1, 50 do launcher:addTorpedo(torpedo) end]] terminate() end
Ingame type
/torpedoenjoy
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I don't know what I did wrong :( I tried installing on my server, I also installed it client side.
get mos 0.95b
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Just got this game on steam and it is honestly one of the most customizable games I have ever played.
Im not much of a mod creator, though im pretty good with editting values, Ive been getting into creating unique turrets (using the OPW as a template) and one limitation that I got is that I can't figure out how to make it to where any turret material type can be placed on any type of material on the ship.
Honestly for me I only play on singleplayer mode so I can play around with the game settings and create some stuff for me to use (and of course making an alliance that can easily control the universe) so honestly if there is something to edit to turn off material requirements on the whole game then I would prefer that over an extensive mod to change game mechanics.
Also: As far as factions, Im really interested in a way to make a sector generator command that can create player(alliance) owned stations like with the AI factions. Ive downloaded some other mods that have modded factions, but it looks like they are all forced to be AI and after looking into documentation extensively I don't really see any easy way to change ownership of stations/ships
Anyone got any ideas on how to make these work? the factions one I am not as interested in as the turret material requirements but if someone has an idea or a place to start for finding out how then ill take it :)
You can't mod an Avorion turret on Iron blocks, but you can modify turrets to be made out of Iron that is hard coded. The material has to be changed in GenerateTurretTemplate.
Prettyy much anything related to Materials is not moddable.
Nearly all the things within sectors are of the entity-type. To change the ownership of an entity to a player, you can use
entity.factionIndex = Player().index
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I made a video showing the "The production line you chose doesn't exist. " error and that its occurence is relatively random. Which is caused by the way lua handles iterators.
I used the Oxygen-Hydrogen-Nitrogen Gas Collector as it seems to be especially likely to cause this error (others are likely to be affected as well. Typically multi-output üroductions are affected).
The video is pretty boring though.
Headphone users tune down volume, some bad noises sneaked in.
As you can see reloading "fixes" this bug for some ships at a time. This is not consistent in when or which ship can create the gas Collector.
Now this bug is not new to 0.16, it is here since at least 0.13, but even more likely since the steam-release or earlier.
I tried to find the scource of the bug, I found a solution pretty fast, but I still didn't get how the bug actually occurs.
So I will start with a summery of where and what goes wrong. Then I will present an un-invasive fix.
The cause lies within
/entity/stationsfounder.lua in StationFounder.buildFactoryGui(levels, tab)When iterating through productionsByGood in the selection of the possibleProductions (line 340-346) it seems as if the wrong production-index combination can get chosen (Oxygen, 2, for the above shown gas collector). Which is not present in productionsByGood .
This wrong combination gets saved on the client-side and is send to the server in the foundFactory(goodName, productionIndex) function, where in line 486
production becomes nil, due to the wrong parameters transferred and the error gets thrown.
My Solution:
It is based around the fact that productionsByGood is already holding all the productions, sorted by their respective resultName.
line 333:
Instead of the wildcard we save the Goodname, which happens to be the key of productionsByGood
for k, productions in pairs(productionsByGood)
line 340:
Instead of using the first result we could grab, we use the good that actually is indexed in productionsByGood
local result = goods[k]
line 345:
since this goodName would not be available outside of the loop we save it for later use:
table.insert(possibleProductions, {production=production, index=index, goodName = k})
line 377:
Now we need to unpack our additional information:
local result = goods[p.goodName]
Edit: added boring disclaimer
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hier die letzen 3 logs hoffe sind die richtigen
There were no crashes visible, so they weren't helpful
Hab genau das selbe Problem.
Same Problem. Miner and Fighter working well, but if i start salvage fighters, ill get a DC with a message no response from server, server still on but i cant reconnect, need to reboot the server.
miner und kämpfer funktionieren einwandfrei, salvagen immer noch nciht. nach 2 wracks kommt meldung keine verbindung zum server.
Are you guys playing on the same server?
I've set up my own dedicated server with only shipScriptLoader and CarrierCommand installed.Created 3 Carriers loaded with 60 attack and 60 salvage fighters each. One Carrier being an alliance ship.
I would then crank up the event-rate and amount of enemies spawned and enjoyed the firework as my fighters did their work. Inbetween battles I turned some salvagers off and on, sometimes kept them all going, sometimes only 1 carrier. I changed all settings. But never ever did a crash (neither client nor server sided) occur.
tested in 0.16.2 with CC 0.10
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First and foremost get familiar with lua and the modding API in /Avorion/documentation. Also look at the games script files in /data/scripts/*
Is there a way to mod the appearance of NPC ships? i am really growing tired of fighting sticks and various other
dull things.
In short: There sure are!
longer:
The easiest approach might be using workshop ships (get the permission of the Authors beforehand!) and use
LoadPlanFromFile(string file)
(See the API's function section for further research)
If you want to improve the procedural generation of the ingame ships, it gets dirty really quick:
The following API's are a must have
- BlockPlan
- BlockPlanBlock
- vec2
- vec3 (is much more important than vec2)
- Matrix
- Random
- Seed
- Sector
- Entity
- PlanBspTree (never used it myself, but would be useful)
Additionally fundamental knowledge of Analysis-math. (up to 3rd. dim. a must, 4th. dim. for rotation, scaling, etc...)
scripts to look at:
/scripts/lib/
- asyncpirategenerator.lua
- asyncshipgenerator.lua
- plangenerator.lua
- shipgenerator.lua
- stationextensions.lua
and how to use them:
- entitydbg.lua
- SectorGenerator.lua
- galaxy.lua
- pirategenerator.lua
- shiputility.lua
always have:
- utility.lua
And now comes the actual hard part:
Making your ships look good and have them working at the same time. And all of it just by starting with:
math.randomseed(seed)
I tried a little bit of it myselft a while back, but ultimately decided to work on other projects
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Registration works just fine, your issue must be something else.
If you press F3 you can see the id of the wreckage when you select it in the bottom right info box. I tried it out and the id of the wreckage is
c3681435-a115-43d4-b96c-8f5eaa39ca89
Is very useful, but the rest of the overlay is ... distracting
When you run the command
/run for _, w in pairs({Sector():getEntitiesByType(EntityType.Wreckage)}) do; print(w.id.string); end
Then it prints out this entity as well, so registration works just fine (btw: if it didn't you wouldn't even see the entity and it wouldn't be destructible etc). What do you mean with "an appropriate amount of Avorion" anyways? How did you read out the amount of Avorion?
I used
local resource = wreckage:getMineableResources()
and it returns a list of resources. In this specific example it would return {3, 1,275,966}, but since I only put it in single variable it would read out as just 3 (Iron), which lead me to the wrong conclusion that the 1,2M Avorion wreckage was not part of the entity-list.
So all in all I derped hard and sectors do work as intended
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While testing my Carrier command mod's salvagers, I got a wreckage which is not registered in the Sector's entity list:
It was a station and through fighter-salvaging it broke apart, leaving lots of other wreckages and this particular one.
I tried finding it via:
local sector = Sector() sector:getEntitiesByType(EntityType.Wreckage) sector:getEntitiesByType(EntityType.None) sector:getEntitiesByType(EntityType.Ship) sector:getEntitiesByType(EntityType.Station) sector:getEntitiesByType(EntityType.Asteroid) sector:getEntitiesByType(EntityType.Anomaly) sector:getEntitiesByType(EntityType.Unknown) sector:getEntitiesByType(EntityType.Other) sector:getEntitiesByComponent(ComponentType.MineableMaterial) sector:getEntities() and see for every entity:getMineableResources()
None of these returned an entity with an approximate amount of Avorion.
The wreckage can be target and attacked manually and will yield resources, break further apart in proper entities, but will always leave an unregistered entity(=smaller wreckage)
Whole save:
https://drive.google.com/open?id=19a7RhypM1H8-v--qMX3ba2Kcto9Xx37q
Sector: 0:-1
The existance of this half-functioning wreckage seems to point at a broken registering mechanic in sectors. So I thought you might want to have a deeper look at it :)
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Very weird, it didn't happen to me. My Misao jumped from 0.15.8 to 0.16.1 with 6 bolters and a scavenger gun, and they all registered as 6 armed and 1 unarmed. (Maybe it was one of the things that was patched from 0.16.0 ?)
Wrong topic look here:
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<Server> Player Shirurthane joined the galaxy
Script Loaded
Player logged in: Shirurthane, index: 1
player events roughly every 12.33 minutes
Triggered saving of all server data.
Ich mach es mal auf Deutsch sorry.
Ja 0.10.0 mit der beta
alle fighter starten zum kämpfen funktioniert einwandfrei töten alle gegner und kommen zurück.
dann starte ich die salvager sie salvagen 1 wrack und kommen zurück und stehen neben dem schiff. und es passiert nix, wenn ich dann drücke zum docken oder salvagen fliege ich vom server. Ich war im schiff auch alleine auf dem server.
Das komsiche ist das in der serverübersicht steht 1 spieler drauf das bin ich angeblich kann auch nicht connecten muss den server stoppen und neustarten.
ka ob es noch andere logs gibt das ist die konsole von der g-portal seite
PS: kann auch sein das es ein problem von der beta her ist und den salvagefightern
Das grenzt es schonmsl ein. In dem Ordner wo die galaxy gespeichert ist sind auch die server logs (%appdata%/roaming/Avorion/galaxies)
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hm so we instaled the mod on the server and it is all ok. But :D the salvage function crashet the server twice now
1) Carrier command 0.10.0 with Avorion 0.16.1, I guess?
2) You say it crashed, when you activated, deactivated or while being used?
3) Was it on the ship you were personally (or a player reporting it) flying, or some different ship of your fleet?
4) Are there any Carriers working in sectors without playyers?
Any crash-log?
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i dont now if the script is crashing. in singleplayer i have the icon for the mod in right top corner. Online server not, server is not crashing.
Then most likely shp-script-loader is not installed (properly) on the server side.
Carrier command has to be installed on the server side as well
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CC-0.9.0 is for 0.15
bei der version geht alles nur ab und an hören die abwrack jäger auf zu arbeiten bleiben einfach um das schiff stehen und machen nichts mehr man muss dann immer wieder mal stop klicken und wieder starten dann arbeiten sie weiter die bliben irgent wie hängen bei der neuen version von dir geht alles nur das der server dann irgent wann ein freezt
in the version it all just goes off and on the scrapping hunters stop working just stay around the ship and do not do anything anymore you have to stop clicking again and then start again then they continue to work irgent as hang on the new version all you do is that the server then irgent when a freezt
this script is not working on a online server right? on singleplayer it is working on online not :(
same here :(
Do you guys have some crash log? Some specific thing you did before the crash occured? To try and fix it I could use some point of reference to start from
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have the version Beta 0.15.8r10262 and mod version
CarrierCommander_0.10.0 freez the server
CarrierCommander 0.9 edit the
if aggressiveCommand.checkEnemy(entity) and valid(aggressiveCommand.enemyTarget) then
I guess you use carrierCommand 0.9 for 0.15?
try changing line 320 to:
...CarrierCommander/scripts/entity/ai/aggressiveCommand.lua
the my english not good -.-
Deutsch
werde es im auge behalten wenn der server wieder abschmiert werde ich es wieder posten hoffe passiert nicht durch die enderung in der lua das der server halt weiter arbeitet und die Salvagingvnicht wirder fehlerhaft sind das sympol bleibt bei den rot wenn ein seues wrack erscheint also wenn ein gegner gekillt wird passiert nichts
Google translater english xD
will keep it in mind if the server again smeared I will post again hope not through the end in the lua that the server stops working and the Salvagingvnicht werder erroneous the sympol remains at the red if a seues wreck appears so if a nothing happens to the enemy
CC-0.9.0 is for 0.15
and
CC-0.10.0 is for 0.16
However: Never should a mod cause a server-crash. The functions defined in the API don't allow for such low-level access. If such a hard-crash happens it is always unexpected/-documented behaviour of that function. I, as a mod developer, can neither change nor improve or fix these functions. The only thing I can do, is not using them and trying to find a combination of others to keep the general functionality woking. Therefore it is of great importance to figure out which exact function, under which circumstances, causes the crash and report it to Koonschi (the gamedev).
Ps: Es gibt rechts über jedem post einen "insert Quote" button, mit dem man diesen post inklusive formatierung zitieren kann
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could not execute function 'entityCreate' in '"mods/CarrierCommander/scripts/entity/CarrierCommander.lua"':
invalid userobject of type Entity at stack position 1. obj->valid() check failed.
stack traceback:
[C]:-1: in function __index
...CarrierCommander/scripts/entity/ai/aggressiveCommand.lua:324: in function flyableCreated
mods/CarrierCommander/scripts/entity/CarrierCommander.lua:232: in function ?
I guess you use carrierCommand 0.9 for 0.15?
try changing line 320 to:
if aggressiveCommand.checkEnemy(entity) and valid(aggressiveCommand.enemyTarget) then
updated to version 0.10.0, for beta 0.16
--0.10.0
- Added GreatWhiteKong's/Cwhizard's Nearest-Neighbor-targeting implementation, which can be turned on in the ingame-config menu
- Salvagers now actively look for new wreckages, hopefully being more reliant in player-less sectors, by Hammelpilaw
- Xsotan fighters should now be properly targeted
- The no Hangar message will now appear, as intented
After this, CC Freezes our Server if we call back our Fighters.
This is bad, really bad. I couldn't recreate the issue yet. Any more specific infos on how to recreate it?
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updated to version 0.10.0, for beta 0.16
--0.10.0
- Added GreatWhiteKong's/Cwhizard's Nearest-Neighbor-targeting implementation, which can be turned on in the ingame-config menu
- Salvagers now actively look for new wreckages, hopefully being more reliant in player-less sectors, by Hammelpilaw
- Xsotan fighters should now be properly targeted
- The no Hangar message will now appear, as intented
[MOD] Carrier Command
in Mods
Posted
I will choose a more reliable way of determining civil ships in the next update.
To all the server-owners, where this mod crashes:
I can't set up a server that is visible to the internet, due to my ISP. Hence I can't test possible fixes. I would be grateful, if you could me help out here. Send me a privvate message and I walk you through of what specifcally is required