Laserzwei
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Posts posted by Laserzwei
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Does this still work in the .15 beta? I've been trying to see what's changed, and the cargo shuttles are...underwhelming.
http://www.avorion.net/forum/index.php/topic,4015.0.html
If something changes correct it in the topic
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Will the ship have a crew on it? And will it be professionals? Guess, that even if there is a crew included, that it will have gunners, miners, pilots and enough sergeants etc. to run the ship with the rest of the crew?
It will add a Captain and the minimum neccessary crew with lowest tier(the will not promote). Gunners, Miners or Pilots are not included. Seargents etc. are
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is there an update for 1.5 or will this work for that version too?
i tested it and it doesnt work with the newest beta XD just wiat for an update
I will not update my version
Edit2: Sadly my time is limited and I already maintain some other mods. Thus this extension has very low priority when an Avorion update comes out. Therefore I would like to give the code to somebody who has the time to maintain it.
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/mods/complex/scripts/lib/complextradingmanager.lua line 1227:
debugPrint(1, "more Cargo assigned than available: ", nil, assignedCargo, self.maxCargoSpace, Entity().name, Sector():getCoordinates())
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Talking about AI stations, they consume their items so slowly that players end up overproducing(for making money early on, since you tripled the cost of starting stations which was honestly a horrible move) and can't really do much with the resources, since the stations in every system you go to will be full from your sold materials.
Also, it's random when AI stations that generate will have extremely low buy/sell amounts. I've still seen sectors that have 0/0 stock for items, or 0/10 as their max.
Every 30 seconds with a probability of 50% (so effectively every minute) 1-6 of one random good gets removed from the station in loaded sectors. It is defined in /scripts/lib/tradingmanager.lua
function TradingManager:useUpBoughtGoods(timeStep) if not self.useUpGoodsEnabled then return end self.useTimeCounter = self.useTimeCounter + timeStep if self.useTimeCounter > 5 then self.useTimeCounter = 0 if math.random () < 0.5 then local amount = math.random(1, 6) local good = self.boughtGoods[math.random(1, #self.boughtGoods)] if good ~= nil then self:decreaseGoods(good.name, amount) end end end end
The OOSP mod has -for a few versions already- the ability to simulate this behavior in not loaded sectors
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For 0.15
Mods I know work:
http://www.avorion.net/forum/index.php/topic,3268.0.html complex
http://www.avorion.net/forum/index.php/topic,1322.0.html out of sector production
http://www.avorion.net/forum/index.php/topic,2685.0.html move asteroids
http://www.avorion.net/forum/index.php/topic,3910.0.html advanced shipyard
http://www.avorion.net/forum/index.php/topic,2686.0.html all production chains
In my signature is the link to my github. The AvorionQoL Repository is a modpack of small tweaks to the game that I use for playing Avorion (it includes the current version of "all production chains", and a different version of detailed tooltips)
http://www.avorion.net/forum/index.php/topic,4011.0.html sorted Station founding
http://www.avorion.net/forum/index.php/topic,1851.0.html compass like pixel icons (has some problem with not ready sectos, which seems to be a vanilla problem)
http://www.avorion.net/forum/index.php/topic,1635.75.html detailed turret tooltips
Mods that don't work (properly):
http://www.avorion.net/forum/index.php/topic,1607.0.html (and my version for 0.14[which I'm not updating!])
Mods where the last update has been before the 0.15 update and are likely to break:
http://www.avorion.net/forum/index.php/topic,3952.0.html carrier commands (caontinuation)
http://www.avorion.net/forum/index.php/topic,781.0.html gambling, dock building & more
http://www.avorion.net/forum/index.php/topic,2896.0.html goods hauler
http://www.avorion.net/forum/index.php/topic,3942.0.html bigger is better mods, most of them use files that were changed with the last update, so they might not work properly
http://www.avorion.net/forum/index.php/topic,3892.0.html better docking
http://www.avorion.net/forum/index.php/topic,3912.0.html dock builder
http://www.avorion.net/forum/index.php/topic,3850.0.html scrapyard plus
I only looked 3 pages back and didn't include all mods (but all familiar). The mods on the further pages are less likely to work.
Someone else might correct me / extend the list
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updated to 0.90
--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
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updated to 0.9_92
--0.99_2 for beta .9816
- update to 0.15
- uses the production time calculation based on assembly blocks for factories
- extended config
- moved to /mods/ folder
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updated to 0.95
--0.95
[Changes]
- moved to /mods/
- added config
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update to 1.1
-1.1
-0.15 update
- added build (5) Button to build 5 copies of the selected ship (with auto naming)
- shipyards can now enque more than 2 ships
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updated to 1.1
- 1.1
0.15 economy update compatibility
follow the new install instructions
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First: The option to call traders for selling/buying to/from your factory is awesome. So is chaining them together.
But there are things that reduce usability:
[*]I can only configure my factory, when I'm outside the factory(-entity), when on the station, I can't modify any settings. Which obviously is very inconvenient fixed in 0.15.1
[*]I haven't quite figured out what impact the margin slider has. Maybe a Tooltip will help here. I could have looked into the scource code for it, but meh.
[*] Setting up the chaining for factories is a painfully slow process:
1) Buy cargo-fighter and fly to the factory
2) get into your factory and add a new wing for cargo-fighters
3) transfer your cargo-fighters, maybe set up a fighterproduction with blueprints etc.
4) get back into your ship and configure the factory
5) repeat with every single factory
[*] The calculation for the duration of a single production cycle doesn't take the factory size (max. parallel productions) into account.
This has the effect that bigger sized factories (M, L, XL, XXL) get free productionCapacity. (1.5x for M, 3x for XXL) compared to an identical player factory (which can only be size S)- With the same amount and size of assembly blocks
[*] Freight fighters always carry a single good, never more, even though they could fit more (up to a cargo capacity of 5). 2nd the cargo capacity of such fighters can't be increased(Not by changing the underlying entity or otherwise modifying a variable)
[*] The factory only requests ingredients from trader when it is already empty. Considering the Freighter will take some time to reach the factory and complete the docking procedure, there will be a stop in production,
Possible ways to improve on the above points:
1. has been fixed in 0.15.1:
commented out line 76
--if Player(playerIndex).craftIndex == Entity().index then return false end
2. A tooltip explaining it should do
3. Here are multiple options to speed up the process:
3.1 giving factories some super basic freight fighter (100m/s, 1.0 turning, Iron) and allow for easy upgrading. That is you can change such an fighterlayout without switching entities
3.2 follow point 1. -only a slight speed up, because hangar configuration still requires switching ships
3.3 allow configuration of Hangars of other entities (in this context the factory) from the current playership, maybe a module/extension you have to aquire first. (This might also cause a big effort from Koonshi's side to add the UI and background functionality)
3.4 a little more exotic: To connect factories a player doesn't need to fiddle with every single factory, but can select (maybe even with drag and drop) factorie chains together, the whole fighter management will be done autonomous. (This pretty is probably too much to ask for)
4. I don't like seeing the cool stuff hanging in front of me (XXL-factories), but can never achieve them as a player. It just feels unfair. To have the same production capabilites of an XXL-factory (which has no difference to a regular factory, except a variable called maxNumProductions set to 6 instead of 2) you have to spend 3x the resources. Therfore incorporating this maxNumProductions into the calculation of the production time seems to be a reasonable step.
5. Freight fighters should try to carry as much cargo as possible to avoid using more fighters (current max is 20 atm.) than required. The cargo capacity of freight-fighters would be a good attribute for distinguishing between fighter qualities and in combination with 3.1 would give the player a pretty good reason to upgrade them
6. Give it a threshold for maybe ~10 productioncycles to request ingredients per trader.
I'm open for more improvement-ideas on factories in 0.15
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So this does not work grrrr -- * 1.5 -- I put this part in for the DPS and it does not increase anything I also made it 1000 nothing am I missing something??
I did a slightly different approach here:
line 51 to 69.
There you might also want to do something like this:
weapon.damage = weapon.damage * 1.5 --increase damage by 50%
Edit: You might also want to modify fightergenerator.lua
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...
But it seems you used an outdated SectorGenerator.lua, it does not contain fighter factory wich was added in 0.14 to this file.
Done ;)
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Since Nexus still did not update his mod, I will release my version, of which I gave him a copy on sep. 5th and is running ever since on rusty's galaxy.
Install "MineCorp 1.5" as every other mod (copy files in your /Avorion/ folder).
If you have a world where MineCorp is still running and you want to keep it running, then install "minecorpConverter".
Downloadlink, because the mod is too big to be uploaded in the forum:
Once installed do yourself a favor and have a look into /mods/Minecorp/config/config.lua. There is a lot to configure, to match your playstyle.
Disclaimer: I provide this mod as is. In case of an official update, the compatibility can not be guaranteed.
Edit: 1.5b includes "createFighterFactory", as mentioned by Hammelpilaw
Edit2: Sadly my time is limited and I already maintain some other mods. Thus this extension has very low priority when an Avorion update comes out. Therefore I would like to give the code to somebody who has the time to maintain it. (don't be shy, I don't bite ;D)
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Editing admin.xml needs to be done when the server is offline. The server hold the file in memory and saves on shutdown. So changing three file while online has no effect.
Wanted to write that one the other day, but forgot.
Once the server shuts down it overrides admin.xml, so you (Azerik) might want to check, if your changes got overwritten
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1) go to your savegame
2) find admin.xml
3) put
<command name="haulgoods"/>
in the <defaultAuthorizationGroup> part.
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traders don't seem to buy/sell products at complexes on our server - is that wanted or a bug on our server?
Traders trade with complexes in the default configuration.
-make sure /mods/complexMod/config/config.lua has traders enabled.
-look in your server logs, if something crashed
- check if /data/scripts/sector/traders.lua has
if not pcall(require, "mods/complexMod/scripts/sector/traders") then print("Failed to load tradermodule of ComplexMod") end
in line 169 (bottom)
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--[0.89] for 0.14
- 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)
Sorry it took this long.
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Since I released this mod, the file was never changed. This is highly unlikely to change and even if it did, you should still be able to use the modded file.
*smartassmode on* Cink > Zinc *smartassmode off* :P
But its true, this file usely never changes.
darn forgot about it :D
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2 things:
1) Missles also gain speed from the ship that is firing them -> the faster your ship goes the faster your missles fly (This also increases the range)
2) Weapon modding. Get familiar with the documentation. Especially the parts about:
1. Inventory 2. InventoryTurret 3. TurretTemplate 4. Weapon
in this order.
also in my profile there is a link to my mod collection. Look into the "Overpowered weaponry" mod [OPW]. it has some examples on how to set parameters for turrets.
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I can't give you a tutorial or anything close to it, because I haven't looked into it, BUT the following "Common Components" should allow you to manipulate Entities the way you want to:
local physicsComponent = Physics() local engineComponent = Engine() local velocityComponent = Velocity()
call it in context of an Entity
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Forgive me the noobish questions, this is the first mod I'm thinking of applying to the server I run.
Is that productionindex file one that gets updated much? Would it only get updated when stations are added to the game?
I'm technically adept, but never really done this sort of thing precisely. The last thing I want to do is skrag the server, or be stuck waiting for a mod to be updated before I can run a new patch.
Since I released this mod, the file was never changed. This is highly unlikely to change and even if it did, you should still be able to use the modded file.
General things I noticed when playing around with the new Factories in 0.15
in Feedback
Posted
Never had that happen to me. Do you have a picture of that?