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Laserzwei

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Posts posted by Laserzwei

  1. EDIT:

    Just so I get this straight: the installation of this is as follows?

    [*]Extract the contents of advShipyard 1.0.zip to .../Steam/.../Avorion/

    [*]Now the Avorion installation directory has these folders: bin, data, Documentation and the newly created "mods" folder

     

    Correct?

    That is correct. Don't forget to modify the vanilla shipyard.lua in /data/.../merchants/

  2. This mod extends the vanilla shipyard so you can build your own designs there as well:

     

    NA4zL8J.jpg

     

     

    You get there using the "Select Design" Button.

     

    SGRhCvp.jpg

     

    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)

     

     

    - 1.11.0 (beta0.21.1) [2019-03-01][/color]

      - beta0.21.1 update (only vanilla changes)

    - 1.10.2 (beta0.21.0) [2019-02-26]

      - beta update

      - crew selection is now translated (vanilla)

      - ships now have a construction fee (vanilla)

      - relation requirements for some crew members (vanilla)

    - 1.10.1 (0.20.5) [2019-02-21]

      - adding crew increases build time by 5 minutes (vanilla)

      - Removed some unused code snippets

      - Custom ships have a skeleton crew while being constructed. Depending on your crew choice it might leave the ship after it's finished ("Empty ship" -> no crew left, "Add Crew" -> captain leaves, "Crew + Captain" -> no one leaves)

     

    - 1.10.0 (0.20)

      - included "callable" - changes for beta 0.20

      - removed rename script. It's now included in Vanilla Asset overview

      - Plan selection error message sender is now properly "Shipyard" instead of "Fighter Factory" (was not visible to players)

    - 1.9.0 (0.19)

      - added vanilla changes in beta 0.19

    - 1.8.2 (0.18)

      - now using, in 0.18.3 introduced, createSavedDesignsSelection

    - 1.8.1 (0.18)

      - removed turretdesigns from selectable ships

    - 1.8.0 (0.18)

      - removed the ghost queue (No more enqueing when all parallel slots are taken)

      - increased parallel slots to 6 (is now a config option)

      - sanitized the way ordered custom ships get transferred to the customer

      - added an indicator on custom ships to show their build progress

    - 1.7.0 (0.17)

      - custom designs are now selectable

    - 1.4 (0.16.1)

      - Vanilla renaming refuses to work, so I added a custom renaming script. Rename Alle the things! (* doesn't apply to stations!)

    -1.3 (0.15.8 )

      - will continue build queue oos

    -1.2 (0.15.7)

      - Player-/Allianceshipyards would build custom ships instantly

      - Alliance shipyards have no craftstyle (Vanilla). This could cause state invalidation and have a loss of the current production queue

      - skipping invalid Blueprint Entities

      - fixed issue with spawning ships with the same name

    -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

    -1.0

    -release

     

     

     

    installation:

    1) Extract content to your Avorion installation folder.

     

     

    This mod needs to be installed both on server- and clientside.

  3. oddly there is no line 56 or 57 within the server.lua file so nowhere for me to insert the command line

     

    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)
    

  4. @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)

  5. Just wanted to say thank you, I've been trading the "bad old fashioned" way, sitting afk in sectors while working to let production happen.

     

    So happy I don't have to do this anymore... wish it was part of the base game!

    My pleasure. I whished that too.

     

    updated to  0.9_9

    [Changes]

      - Changed consumption to better reflect economy

  6. 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

  7. Are you guys sure to use the vanilla minefounder.lua?

     

    Because line 289 is a comment

     

     

    sdDU0Dk.png

     

     

     

    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!?

  8.  

    For whatever reason, I have this mod installed, and it works fine- claim an asteroid, fly close to it, spend the half a mil to move it....

     

    Then I jump the ~8 sectors to my base, and the asteroid isn't there. I move back into the system I claimed the asteroid in, and it's still there, unperturbed, and I'm half a mil poorer than before.

     

    I tried this THREE times so far. It's not working. Could I get some help, please?

    If you are sure you followed predecessors and the bug still exists, send me your client and server log files.

  9. 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

     

  10. 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

  11. Ah I thought loading/unloading a sector would trigger oosp to set ticks/timers. Just watched the code and saw I was wrong... That means

    1)sadly there is no "onSectorUnloading"-Event.

     

    activating sectors with player factories would also double productions if i'm right?

    Yes. This is the reason, why I had to exclude playersectors from the mod.

     

  12. The production of the current version looks bugged to me. Also there is an error in my server log (wich has nothing to do with too high productions).

     

    Shorted server log (send me a pm if you need the whole logfile):

     

     

    2017-08-07 21-41-57| [OOSP][0.9_8] timestamp: 154387.85238661 for Sector -434:133 updated
    2017-08-07 21-41-57| could not execute function 'onSectorEntered' in '"data/scripts/player/oosproduction.lua"':
    2017-08-07 21-41-57| data/scripts/player/oosproduction.lua:207: attempt to index a nil value
    2017-08-07 21-41-57| stack traceback:
    2017-08-07 21-41-57| 	data/scripts/player/oosproduction.lua:207: in function <data/scripts/player/oosproduction.lua:196>
    2017-08-07 21-41-57| 
    2017-08-07 21-41-57| Player Hammelpilaw moved to sector (-435:133)from (-434:133) server time taken for change: 179ms
    2017-08-07 21-46-42| [OOSP][0.9_8] timestamp: 154673.79451005 for Sector -435:133 updated
    2017-08-07 21-46-42| [OOSP][0.9_8] Sector: -434:133 needed 000:00:00:00.000246053: for sorting out
    2017-08-07 21-46-42| [OOSP][0.9_8] Player: Hammelpilaw entered sector with: 0 more player(s)
    2017-08-07 21-46-42| [OOSP][0.9_8] timestamp aquired: 154387.852386612017-08-07 21-46-42| [OOSP][0.9_8]     Aluminium Mine S    Njavdbi
    2017-08-07 21-46-42| [OOSP][0.9_8] Garbage Storage Space reduces to: 36.125616459052
    2017-08-07 21-46-42| [OOSP][0.9_8] The Factory is 36 processes behind.

     

     

    I jumped out of the sector -435:133 at 21:41:57. About 5 minutes later i jumped in again, in that time the alu mine S should produce about 40 alu (4 processes per minute (15 sec per process) * 2 (size S factory) * 5 minutes = 40 goods), but it added almost 80 goods to it, wich fits to the logged 36 processes * 2. Maybe the size S multiplier is added twice in the calculation? Did not test with a higher sized factory yet.

     

    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.

  13.  

    I agree to Devious to make this configurable. To simulate player productions too does not hurt, we are doing this on our server since 0.12 came out (I merged the mod to the current version by myself) and it works fine.

     

    How about complex support for this mod? Is there any chance to get this?

    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.

  14. 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.

  15. 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

  16. Salvaging Turrets - Higher DPS, Longer Range, Thicker Beam, Faster turret rotation, Cost fixed(so that dps doesn't make em too expensive)

    Turrets & Upgrade merchants sell more items

    Salvage fighters have longer range

    Those sound good. Had a lot of troubles with ships & figthers not salvaging when the wreckage was too big.

  17. (This problem should of course still be fixed by the devs).

    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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