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Laserzwei

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Everything posted by Laserzwei

  1. This mod extends the vanilla shipyard so you can build your own designs there as well: You get there using the "Select Design" Button. To unselect and use the vanilla functions click on the "unselect" Button. A fix for the cheap Captain is also included. Also adds a button for building 5 times the same ship and enqueing more than two ships From Avorion 0.23 on, this mod will be continued in the workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1695671502) Since 0.23+ became the main gameversion, there is no download here. Changelog 1.12.0 (0.21.4) [2019-04-19] - removed founding costs (vanilla) installation: 1) Extract content to your Avorion installation folder. This mod needs to be installed both on server- and clientside.
  2. There are 65 lines in the out-of-sector(0.9_91) server.lua and assuming you did copy all the other files to the right place you should make lines 56-58 look like this: player:addScriptOnce("player/oosproduction.lua") --oosp player:addScriptOnce("player/asteroidMover.lua") --mOS matchResources(player)
  3. @zloiiojik Take the OOSP server.lua and add the following between line 56 and 57 : player:addScriptOnce("player/asteroidMover.lua") Edit: There is a good chance that the asteroids, which you already tried to move won't work properly. If the problems persist on yet unexplored asteroids feel free to report it back here. (then also include the serverlog)
  4. updated to 0.93 [Changes] - removed unneccessary Event-unregister, which could cause crashes.
  5. updated to 0.9_91 [Changes] - removed unneccessary Event-unregister, which could cause crashes.
  6. My pleasure. I whished that too. updated to 0.9_9 [Changes] - Changed consumption to better reflect economy
  7. updated to 0.88 [Changes] - 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
  8. Are you guys sure to use the vanilla minefounder.lua? Because line 289 is a comment Edit: @Devious Your Modpack modifies minefounder.lua Edit2: I looked deeper into it and the changes from the modpack would not interfere for this particular bug. the interesting lines are probably: 283 desc.name = name 285 local station = Sector():createEntity(desc) The crash happens in line 285, but as we know from the bug description an Entity with the name of the supposed to spawn Mine already exists in the sector (the old mine). I'm doing an untested guess here: Sector():createEntity(), doesn't like creating 2 entities with the same name in the same sector!?
  9. If you are sure you followed predecessors and the bug still exists, send me your client and server log files.
  10. updated to 0.92 [Changes] - Asteroids can now be transferred to the Alliance (this takes no faction permissions) - For every other action with Alliance-Asteroids you need the following permissions: "Manage Stations", "Found Stations", "Modify Crafts", "Spend Resources" - If owned by the Alliance, the Alliance will pay the transportation fee - You can take Alliance Asteroids back
  11. updated to 0.87b [Changes] - 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
  12. update --0.9_8p for beta .8782 [Changes] -Playersectors can be included again: "INCLUDEPLAYERS = true" in /player/oosproduction.lua -Problem with not existing Factions has been resolved.
  13. 1)sadly there is no "onSectorUnloading"-Event. Yes. This is the reason, why I had to exclude playersectors from the mod.
  14. Sectors stay loaded ~ 5Minutes until shut down, after a player leaves. Within that time OOSP runs simultainiously with the game. Edit: If you keep a Sector selected it will stay loaded. So there would also be a doubling effect.
  15. 1) Should be relatively easy. The Code is the same as the NPC code (and always was). I just need to remove the new "blocker". 2) I stepped away from it. If Vanilla would work propery, complexes should be kept loaded anyway. Assuming it gets fixed, I would waste a lot of time in a feature that WILL become obsolete. On a side note: Simulating Ships was never actually an aim for the mod. The only thing I would do is offer an Interface and another modauther has to do all the calculations for the ship simulation.
  16. updated for 0.12.7 r8782 [Changes] -added /cheat
  17. updated for v0.12.7 r 8782
  18. updated for version 0.12.7 r8782 [Changes] -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.
  19. update released to include corrected Zink-name
  20. updated for version 0.12.7 r8782 [Changes] -The mod does not affect Sectors with Player-property anymore (This excludes the current Playership). The reason is the new vanilla game mechanic that loads such sectors autonomous. -All NPC (Trading-)Stations are now fully supported. This includes: biotopes, casinos, equipmentdocks, habitats, militaryoutposts, repairdocks, researchstations, resistance outposts, scrapyards, shipyard-trading and tradingoutposts -ResourceDepots now slowly regenerate resources to buy. -[inetrnal]changed from a tickbased to a timebased systems -The Versioncheck is now off by default
  21. Those sound good. Had a lot of troubles with ships & figthers not salvaging when the wreckage was too big.
  22. From what I can tell the bug has been fixed in 0.12.5 v8687. Thank you Koonschi !
  23. That is what I think, too. Though: Using Symlinks is a workaround to change the location of the savefile(s). That makes your solution a workaround for a workaround- which I am unwilling to do. It would be much more straight forward, if the bug was fixed, and even better: That we can choose where the savegame should be saved. A line in a configfile would be enough. That's my opinion about this.
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