Jump to content

LiftPizzas

Members
  • Posts

    32
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by LiftPizzas

  1. On 6/18/2020 at 5:24 AM, cy414 said:

    to expand the utility of creative mode, i would like the ability to access the build menu on npc entities so i can copy interesting geometries from ships stations and mines.

    Along the same lines, it would be great to just be able to generate ships in build mode, similar to how it's done at shipyards but with more controls (there's some sort of basic style for each faction.)

    And/or the ability to save to blueprint from the menu and loading screens.

  2. 1. The fighters you created require pilots. Required crew that you don't have counts towards the number of sergeants you need. So when you have 10 fighters, you need 1 sergeant even if you don't have any pilots. That's why you have increasing requirements as you build fighters.

    I don't know how that would not be considered a bug. They require pilots to fly. They shouldn't require pilots to sit unused in a hangar.

     

     

    2b. You can only use the "transfer all" or arrow  buttons to transfer fighters to the squad directly to the right/left, not to a squad that is above or below (not too user friendly, I know). You can drag fighters one by one to any squad.

    No, it wasn't that. The carrier was only half full and it didn't matter what way I tried to bring in new fighters.

     

    I ended up eventually transferring all of the fighters out, emptied the ship, went back to the sector where it had been stuck, and told it to recover, and it picked up all of the fighters. I would have to guess there was something like the duplication bug you mentioned with the fighters. But anyway it turned out that the "lost" fighters in another sector still take up hangar space even though the build screen says that space is unused. (I also had deleted all the squads several times to try to clear out space, it made no difference.)

  3. 1- I made two stations with lots of assembly blocks and hangars so they could produce fighters. One of them works as I would expect. The other has constantly increasing demands for more sgt/lt/etc personnel as new fighters are produced, and morale crashes.

     

    2a- I filled up my carrier with r-mining fighters, sent it out to mine. It was stuck in the mining sector, won't go anywhere. When I went there to manually fly the ship, there were like an extra 100 fighters swarming around the ship that were "unable to return" because it says the squad was full.

     

    2b- The carrier had 120 fighters in it. I flew to another sector and transferred all the fighters out of this carrier to a station, and then when I tried to transfer them back, it stopped halfway through, saying the ship is full, yet the carrier only has 5 or 6 squads worth of fighters on it and a bunch of empty space. In the build menu it says only 268 of 900-something space is being used, and the carrier's capacity is listed as 120 large fighters. It just moments ago had 120 fighters in it. Now suddenly they can't fit.

     

    I did not make any changes to the ship (and it isn't damaged) so there shouldn't be any reason for any of this. Now I've got fighters stuck on a station that says it needs more personnel and the morale is going down, and can't get them back onto the carrier where they just moments ago came from, because it's suddenly "full."

  4. I've noticed this over and over in combat: At first all the damage is coming off the hull. But then as soon as the hull reaches 20%, suddenly no more damage can go through and you have to bring their shields down to 0 before you do any more hull damage.

     

    As Nancy Kerrigan said, WHY???

     

    It's effectively identical to no shield penetration, either way you have to do the sum of hull + shields in order to destroy the ship, so what's the point of this behavior?

  5. Set priority for ships/sectors that keeps important ships (like miners) from being put to sleep. (For example it is currently simulating 5 ships that are idle with no orders, meanwhile it is sleeping on a mining ship that has looping orders.)

     

    Weapon: mines. They drop and quickly come to a stop. Explode if enemy within a distance or a timer expires. To discourage a pursuer. (Basically torpedoes that have brakes instead of thrusters.)

     

    - remember password for favorite servers

     

    For Build mode:

    - show/hide by color. (Can only select by color.)

    - Select None hotkey/button. (I know you can select none indirectly, but it's clunky.)

     

     

    - Orders:

     

    "Buy" and "sell" need an alternative "whatever's available and move on to the next order" instead of sitting around for a month waiting for stock to deplete/replenish. (Maybe use -1 for the quantity.)

     

    "explore green" command (explore green systems, go from one to another randomly or whatever.)

    "explore yellow" command

     

    "Go sell your cargo" command (wander around to find buyers and just sell at the first place that's buying.)

    Or allow selling of any goods (at "stolen" price) at the smuggler's.

    (Reason: you get stuck with some obscure product that nobody is buying, it's annoying having to use the player to actively look for these or just dump them into space.)

     

    "Transfer cargo" (to/from friendly ship) command. (I'd like to have a freighter that goes and collects/refines ore while my miners keep mining, for example.)

  6. The file is in program files/steam/steamapps/common/Avorion/scripts/lib

     

    Below is the data, I put it into a spreadsheet and used it to calculate how much for a single production line.

     

    For processors, level is 6, price is 7858. Processor factory produces 3 processors per cycle (info from wiki).

    Production effort = level*price*amount produced per cycle.

    So for processor factory, production effort is  141444.

     

    Minimum cycle duration is 15 seconds, so you need 141444/15=9429 production capacity. I hope this is correct, please try it.

     

    Before I found this post, the other day I manually tested (in creative mode with a stopwatch, LOL) how much production it takes to make antigrav generators and antigrav units in 15 seconds. Both of them (which are two production lines when you build them) matched the numbers given here (~38k and ~11k)

    As far as I can tell, you do not need to multiply by the number of production lines. So for example processors should only need 3143, instead of 9429. :)

     

     

    Amount of assembly/production Needed to Maximize Output of a factory			
    Name	Price	Level	Production for 15s cycle
    Acid	402	3	80
    Adhesive	402	3	80
    Aluminum	200	0	0
    Ammunition	3786	5	1262
    Ammunition L	422	4	113
    Ammunition M	422	4	113
    Ammunition S	422	4	113
    Antigrav Generators	71632	8	38204
    Antigrav Units	25391	7	11849
    Beer	216	4	58
    Bio Gas	213	2	28
    Body Armors	95906	9	57544
    Books	319	3	64
    Carbon	423	2	56
    Cattle	254	2	34
    Chemicals	402	3	80
    Chlorine	150	0	0
    Clothes	102	4	27
    Coal	200	0	0
    Cocoa	87	5	29
    Coffee	187	5	62
    Computation Mainframes	37940	7	17705
    Conductors	168	4	45
    Coolant	402	3	80
    Copper	350	0	0
    Corn	28	1	2
    Crystals	190	0	0
    Dairy	19	3	4
    Diamonds	750	0	0
    Displays	7858	6	3143
    Drills	20443	7	9540
    Drones	7754	5	2585
    Electro Magnets	483	5	161
    Electromagnetic Charges	13985	6	5594
    Electron Accelerators	125431	8	66897
    Energy Cells	50	0	0
    Energy Containers	1087	5	362
    Energy Generators	15957	6	6383
    Energy Inverters	1277	6	511
    Energy Tubes	2895	5	965
    Explosive Charges	1423	4	379
    Fabric	91	3	18
    Fertilizer	319	1	21
    Fish	152	2	20
    Fluorine	250	0	0
    Food	300	4	80
    Food Bars	223	2	30
    Force Generators	49576	7	23135
    Fruits	56	1	4
    Fuel	1232	2	164
    Fungi	46	3	9
    Fusion Cores	5114	6	2046
    Fusion Generators	39553	7	18458
    Gauss Rail	7735	6	3094
    Gems	400	0	0
    Glass	182	1	12
    Gold	600	0	0
    Guns	1232	6	493
    Helium	50	0	0
    High Capacity Lenses	4689	3	938
    High Pressure Tubes	1650	5	550
    Hydrogen	150	0	0
    Industrial Tesla Coils	10314	7	4813
    Jewelry	1260	1	84
    Laser Compressors	6577	6	2631
    Laser Heads	4690	5	1563
    Laser Modulators	16742	6	6697
    Lead	200	0	0
    Leather	37	3	7
    Liquor	1867	2	249
    Luxury Food	6452	6	2581
    Meat	37	3	7
    Medical Supplies	3006	4	802
    Metal Plates	792	4	211
    Microchips	896	5	299
    Military Tesla Coils	10314	7	4813
    Minerals	500	0	0
    Mining Robots	145977	9	87586
    Nanobots	1338	5	446
    Neon	200	0	0
    Neutron Accelerators	125431	8	66897
    Nitrogen	40	0	0
    Oil	490	1	33
    Ore	70	0	0
    Oxygen	80	0	0
    Paint	481	4	128
    Paper	46	2	6
    Plankton	50	0	0
    Plants	14	1	1
    Plasma Cells	174	4	46
    Plastic	137	2	18
    Platinum	750	0	0
    Potatoes	24	1	2
    Power Units	1211	5	404
    Processors	7858	6	3143
    Protein	34	4	9
    Proton Accelerators	125431	8	66897
    Raw Oil	150	0	0
    Rice	15	1	1
    Rockets	11250	6	4500
    Rubber	686	2	91
    Satellites	65714	7	30667
    Scrap Metal	25	0	0
    Semi Conductors	129	4	34
    Servos	1387	5	462
    Sheep	130	2	17
    Silicon	500	0	0
    Silver	300	0	0
    Solar Cells	469	1	31
    Solar Panels	6858	5	2286
    Solvent	402	3	80
    Spices	268	5	89
    Steel	277	1	18
    Steel Tubes	704	4	188
    Targeting Cards	11873	6	4749
    Targeting Systems	29674	8	15826
    Tea	37	1	2
    Teleporters	39365	8	20995
    Tools	214	4	57
    Transformators	209	4	56
    Turbines	16729	6	6692
    Vegetables	32	1	2
    Vehicles	77087	8	41113
    War Robots	92186	9	55312
    Warheads	5630	5	1877
    Water	20	0	0
    Wheat	23	1	2
    Wine	182	4	49
    Wires	95	4	25
    Wood	350	1	23
    Zinc	250	0	0
    

  7. yes. Every sector with a ship or a station that belongs to a player or alliance is simulated and counts towards the limit.

    In single player you can increase the limit in server.ini in your galaxy folder if your hardware can handle it.

    Thanks. I'm playing on a server so no such luck. Good to know, even though it's not what I wanted the answer to be. You'd think factories and mines in other sectors could just tick once in a while and give up some precision to save a ton of CPU/RAM. :/

  8. I understand the relationship between supply, demand, and price. What I want to know is if/how the numbers listed for supply and demand for a good/product relate to a number of units per time that will be bought by NPCs. For example, say I have a factory making widgets. If demand is 100 and supply is 25, does this mean that NPC freighters will buy (for example) an average of 75 widgets per hour?

     

    I ask because when I have a factory in a sector I want to know how many upgrades to put on it so that it will meet demand but not end up with a big overstock that I'm stuck with and wasting money. Since you can't reverse an upgrade if you put too many, and you are losing potential profit if you put too few, it would be super useful to be able to figure this out as you're setting up a factory.

  9. I was hoping to build up a passive income by setting up mines at a bunch of the claimed asteroids as I explored across the map. However I've noticed after a few times that I'm now getting "sleeping" sectors with my mining ships in them. Does this mean that any sector with one of my stations/mines in it counts toward the server limit of "loaded" sectors?

  10. Playing on a MP server with a 10-sector limit, I have a fleet of 7 ships with xanion r-mining turrets and enough cargo to hold about 120k ores, and mining systems installed so that they empty out all the hidden ore asteroids. They loop back and forth between mining a sector and refining at a resource dock. All 7 are using the same two systems over and over, to minimize number of loaded sectors.

     

    When the sector runs out of ore, they all stop mining and jump to the resource depot sector. By the time they're done refining and jump back, the asteroids have replenished. I can tell when this happens because I get a sudden chat spam of "can't find any more asteroids" from them all at the same time.

     

    With this I've been able to extract about 20 million Trinium and 20 million Xanion from one sector within about 16 hours of leaving them completely unattended. (Plus whatever Naonite, Titanium, and Iron they get.)

  11. I should be able to find these easily after I've claimed them. I should not have to write stuff on paper outside the game, and I should not have to manually write a sector note for something like this, any more than I should have to write a sector note to find my own ships.

     

    Maybe typing "claim" into the search box should highlight sectors containing your claimed asteroids. (And a way for players to know this exists.)

     

    Or a tab in the I menu that lists out your claimed asteroids like the one that lists your ships, and has clickable links to them on the map.

    • Like 1
  12. 1. When you scroll over the hotbar at the bottom, it changes the material of the hotbar’s items, but not of what you’re about to place. It could be that you scrolled the hotbar before you selected an item, which placed the wrong material. I have no other ideas for why you’re experiencing that. I haven’t experienced this. Also, make sure you’re not confusing the name of the applied paint color with the material.

     

    2. It took me a while to figure this out; I used to wonder why this happens. Happens to me when I press ctrl+v. When you press control, your block seems to match the orientation of the surface piece. That’s simply it: ctrl has this function. This one is easy to work around, thankfully.

     

    3. Don’t remember the differences between the shift and control. When you use them, look at the currently used block in the upper right corner to see how the game visualizes the function that you’re using, and figure out the difference. Or you can see if F1 has the information.

    Thanks, I'll check #1.

     

    As far as #2, I'm using ctrl specifically for the matching functionality. It doesn't rotate the piece every time, and not until I let up on ctrl. So for example if I have a ramp piece with the diagonal facing upward, when I press ctrl it resizes the connected face to match, and as long as I keep holding ctrl until I place the block it will place in the orientation I started with. But if I hold Ctrl, then don't place the block, then let up on Ctrl, sometimes it will then rotate the block so the diagonal is facing the front of the ship, for example.

     

     

    Edit:

    I checked, #1 is correct, mouse scroll changes material. I'm sure it was happening while I was zooming in/out. Thanks! :)

     

    #2 and 3, as far as I can tell, Shift only changes the dimensions and Ctrl attempts to match the orientation/rotation as well. (It can work pretty well for some blocks like the twisted corner. It doesn't seem to work when I hold ctrl over a rectangular face while trying to set a pyramid block with only one rectangular side. You'd think that would try to match up the two rectangles.)

     

    And yeah when you go to paste something in, have your mouse over empty space to avoid the auto-rotate problems.

  13. 1- I'm in building mode and place some trinium blank hull blocks (wedge, etc) on the hotbar so I can switch between them without bringing up the menu. Then at some point during building they are changed into iron or naonite or another material. Same shape, just naonite now. I looked through the keys shown in F1 in the build screen and I don't see anything that suggests it would do this. Can someone tell me what key combination I'm hitting to do this?

     

    2- Another thing that happens in building is sometimes when I hold ctrl while placing a wedge, at some point during this process it rotates the piece. When I let up on ctrl it's suddenly facing a completely different direction and I need to re-rotate it to use it again.

     

    3- One other question: what exactly is supposed to be the difference between Shift and Ctrl?

     

    Thanks in advance for any answers. :)

  14. So I'm currently working on a mod that contains some of these suggestions. Particularly, it'll include

    - An "Abort after X minutes" checkbox for buying/selling (see screenshot)

    - A menu for editing command chains (see other screenshot)

    Being able to loop to other points would help too. For example:

    1- mine

    2- refine

    3- loop >>>1 (until no more asteroids to mine)

    4- jump to [another sector]

    5- mine

    6- refine

    7- loop >>>5 (until no more asteroids to mine)

    [etc]

     

    As far as validating jump orders, there is a validation check when the order is initially given, which checks within the context it was given. I think the key is to not send the whole order chain until it's actually ready to be sent. When an order is changed/deleted, it should be possible to validate the chain from that point on using the same (or an equivalent scripted) function.  (Assuming the mod API gives access to the map and ship data necessary to perform a check. I haven't looked into modding yet.) Instead of sending each command as it's selected, only send the whole chain once it is all validated. Definitely a lot more work to add that little bit of functionality though.

  15. After spending way too much time going:

    F9,

    Click Next Station,

    F,

    Click (stop typing out the message, just go),

    Click Bulletin Board,

    Escape

     

    I decided it would be amazing to have a system upgrade like the trading one, that showed all nearby bulletin board missions.

     

    I like the subscription idea too. The process of looking for a mission you want to do becomes a GUI grind and feels more like a data entry job than a game.

     

    (Using the F9 screen is how to go through a sector with a bunch of stations in it without losing track of where you've already checked.)

  16. [glow=red,2,300]Setting AI ship default behaviors[/glow]

    So this is a big one in my opinion that could alleviate some headaches, it would be nice for a combat ship without any orders to actually defend itself or the system without being repeatedly ordered to do so. I love to hop between ships but hate having to re-issue a patrol or escort order afterward just to make sure they don't sit still and do nothing once a fight breaks out. It would be nice to add a simple rule of engagement (Aggressive, Defensive, Passive)

      - Aggressive = shoot on sight of all enemies, regardless of current orders (resumes last order when all enemies dead or gone)

      - Defensive = shoot when attacked or fired upon by hostile, otherwise keep current orders and ignore enemies (resumes last order when no longer attacked)

      - Passive = default AI behavior we have now, do nothing or carry out current orders as normal

    I would add "run away and warp out of the system" for those ships that are unarmed. :)

×
×
  • Create New...