koonschi
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Posts posted by koonschi
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I'm afraid there is not much I can do by now. I can see in the logs that you've moved the server around quite a bit and it seems that absolute paths were saved a lot (a bug that is now fixed). Those absolute paths are now incorrect because the server was moved and thus cause the errors.
If you manage to reproduce this error with the current version you're having, then please post the steps to reproduce.
The errors with the broken scripts should all be corrected after some shutting down and restarting the server and having players log in. Does this happen to players who register as completely new players?
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Hey everybody,
We're rolling out a few small bugfix updates today, mostly either exploits (so we're not listing what's fixed) or internal stuff that should improve stability.
Have fun!
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I noticed in your logs that you removed a mod with ID 1694550170 from the mod config. That's probably why it's crashing. I've now fixed the crash, but disabling mods can still lead to errors and error messages.
Patch will go live soon!
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No worries! Thanks for the infos. The fix will be coming to all live branches, including 0.23.*
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The issue has been resolved, thanks for the report!
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Thanks! The torpedo names should be fixed soon. The japanese grammar issue is not as easily fixed, but I'll see if I can add some context to the lines so translaters know what this is about.
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Second question: Is it possible that you've disabled a mod? Does this issue happen only with specific mods or with all mods?
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For some reason the server is sending script information to the connecting clients with full paths, instead of relative paths. Did you add scripts manually at some point and use the full path (H:\Games\Avorion\GalaxyModSeason\workshop\content\445220\1722652757\data/scripts/player/azimuthlib-clientdata.lua) instead of a relative path (data/scripts/player/azimuthlib-clientdata.lua)?
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Which localization are you talking about? German, English?
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Thanks! We'll look into that problem!
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Thanks, we'll fix that!
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Most of the wishes posted here have been implemented and will be released with the next update!
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Patch 0.24
Date: July 9th, 2019
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.
This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Boarding
"We added boarding! In order to board another ship, you must first damage it and then launch fighter squadrons that transport your boarders. Boarders will then fight on the other ship until the enemy crew is beaten."
- In order to board a ship or station, its hull must be below 30%
- Boarding is done with boarders and crew shuttles
- Crew shuttles transport up to 10 boarders can fly to the target in multiple waves!
[*]Squadrons with crew shuttles can now be issued a "Board" order, which transports Boarders to the target
[*]When boarding, the attacking boarders will fight the (entire) defending crew of the other ship, until one of the two is gone completely
[*]The defending crew fights in this order:
- Defense Systems
- Security & defending Boarders
- Normal Crew
- Officers
- Captain
- Captain and higher ranked officers will put up a final fight before the attack is over
[*]During the attack, the craft is damaged severely
[*]When boarders win, the attacked craft is transferred to the boarding faction
[*]Added Defense Weapons (System Upgrade), which can be installed to help defend the ship when boarded
- When beaten during an attack, Defense Weapons are only deactivated until the next attack, not destroyed
[*]Boarding a station destroys its production (or other) facilities. They must be rebuilt to work
[*]Cargo of boarded ships/stations is not marked as stolen
- Crew shuttles transport up to 10 boarders can fly to the target in multiple waves!
Cloning & Academy
"Hiring tons and tons of crew can be very tiresome. In order to improve this front, we're now adding the possibility to clone and train crew on your ships and stations!"
- Added Cloning Pods Block (starting at Xanion)
- Added Academy Block (starting at Xanion)
- Crewmen can now be cloned on the ship
- Cloning costs a small fraction of the crewman's salary
- Cloned crewmen are untrained
- Cloning requires at least one other crewman on the ship in order to work
[*]Cloning a crew man takes 15 minutes, more Cloning Pods Blocks increase the amount of parallel cloning capacity
[*]Crewmen can now be trained on the ship to be specialists
- Training costs a small fraction of the crewman's salary
- While crewmen are trained, they're not part of the working crew
[*]Training a crewman takes a fixed time (30 - 60 mins, depending on job), more Academy Blocks increase the amount of parallel training capacity
- Cloning costs a small fraction of the crewman's salary
War Zones
"Destroying freighters now has an impact on the economy of a sector."
- Sectors where a lot of ships get destroyed are tagged as a hazard zone (if there are witnesses)
- Hazard zones will return to peaceful after some time of no ships being destroyed
- Traders and other civil ships avoid war zones
- Hazard zones will return to peaceful after some time of no ships being destroyed
Xsotan Behavior
"The Xsotan never really felt like a threat, and we don't really like that. We increased their damage, but to compensate for that, they will move on to another sector when not provoked for a few minutes."
- Increased damage of Xsotan ships by 100%
- Xsotan jump out of the sector after at least 2 minutes of not being provoked
- Increased volume of sector defender ships by 50%
- Increased damage of sector defender ships by 100%
- Xsotan attacks happen less often in the outer regions of the galaxy
Turret Energy Requirements
"We're reworking the way energy weapons work. Sometimes energy weapons were basically unusable due to the cooling mechanic. We're reworking energy weapons to have a battery now instead."
- Reworked energy consumption of turrets
- Energy turrets now have a battery that has to be recharged, instead of costing more and more energy to work
- Battery of turrets is recharged using the ship's energy
- Damage of turrets with low battery is reduced
- Energy turrets can now use "Power Unit" trading good to increase battery charge in turret factory
Gameplay
- Added Defense Weapons Upgrade
- Fighter Squads now have distinct categories for easier handling (esp. for AI)
- Boarder and security can only level up by fighting
- Refine AI can now collect refined resources without depositing ores in the same run first
- Improved robustness of refine AI
Balancing
- Security and Boarders now have a workforce of 1, independent of their level, for better clarity
- Adjusted hire costs of Boarders to 2000
- Adjusted salary of Boarders to 1500
- Military outpost only has crew available that is related to fighting
- Rebalanced damage of Bolters and Pulse cannons so their cooling no longer reduces their damage
- Increased damage of Pulse Cannons by 50%
- Pirate-infested sectors are scaled down in outer & beginner areas
- They are at full strength again at 370 sectors distance to the galaxy core
- They are at full strength again at 370 sectors distance to the galaxy core
Scripting API
- Added a Sector:getEntitiesByScriptValue() function
- Added Sector and Entity callbacks onBoardersLand, onBoardingFight, onBoardersDefeated, onBoardingSuccessful
Client
- "Weak Ship" ship problem isn't shown in beginner areas where there are no persecutors
- Removed "not yet implemented" tooltip text for Boarding
- Reworked CrewUI to be more compact and show a lot more information
- Warnings and Errors are now also displayed in the "Chat" channel of the chat window
- Empty squads are greyed out in the controls on the left
- Updated Game Credits
Bugfixes
"As always, bug reports marked with [uBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
- Fixed an issue with the window that shows the most important, latest changes
- [uBR] Fixed wrong Sector constructor call in searchandrescue.lua
- [uBR] Fixed an issue in crew hiring UI where numbers could overflow
- Fixed an issue where clicking order buttons in strategy mode interfered with the selection
- Fixed an issue in strategy mode where the stop order didn't clear the visible line of the last order
- Fixed a crash in scrapyard script related to a mod example
- Fixed a crash when upgrade generator lua file gets messed up by mods
- Fixed a rare crash when shutting down server
- Fixed a crash when mods mess up mining lasers
- Fixed an issue where ships without captain would jump when ordered via map commands
- Fixed an issue where gyros with different orientations could be merged
- Fixed a rendering bug where Xanion and Avorion overlays weren't rendered correctly for some blocks
- In order to board a ship or station, its hull must be below 30%
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Good catch, thanks!
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Patch 0.23.4
Date: July 2nd, 2019
Mods
After several weeks of testing, Avorion Workshop support for mods is now live on the default branch! This update introduces big changes in the game's bowels to make modding as easy as possible for both modders and mod users.
We believe that a sandbox game is only truly a sandbox when players have the ability to mod it. So we spared no expense and effort to bring you guys this update. We did our best to make it as easy as possible to use and create mods.
To download a mod, simply subscribe to the workshop item. In the main menu, there is now a new window in Settings -> Mods, where you can enable all downloaded mods to your heart's desire. Keep in mind that mods can corrupt saves!
Creating Mods
Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:
- General Introduction: https://wiki.avorion.net/Modding
- Modding Guide: https://wiki.avorion.net/Writing_your_own_Mod
- Mod Examples: https://wiki.avorion.net/Mod_Examples
- Avorion Internals Guide: https://wiki.avorion.net/Avorion_Internal_Architecture
- Modding Pitfalls: https://wiki.avorion.net/Modding_Pitfalls
- Debugging: https://wiki.avorion.net/Debugging_Scripts
- Best Practices: https://wiki.avorion.net/Best_Practices
Using Mods on Dedicated Servers
Dedicated servers download workshop mods configured in a new modconfig.lua file. Clients that connect to those servers will download mods automatically (without subscribing).
More about that: https://wiki.avorion.net/Using_Mods_on_Dedicated_Servers
Full Update Notes
If you want to know everything about modding and using mods, check out the following patchnotes:
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https://steamcommunity.com/games/445220/announcements/detail/2894038190196982550
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https://steamcommunity.com/games/445220/announcements/detail/1610512829589688080
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https://steamcommunity.com/games/445220/announcements/detail/1599255098332107149
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https://steamcommunity.com/games/445220/announcements/detail/1603759965330512367
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https://steamcommunity.com/games/445220/announcements/detail/1600382809820613220
- General Introduction: https://wiki.avorion.net/Modding
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Patch 0.23.4
Date: July 2nd, 2019
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.
This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Scripting API
- Sector "name" property is now writable
- Due to technical reasons the new designation is only sent whenever a player enters the sector
- Changing the name while players are in the sector won't change the name for those players
[*]Implemented a function in DockingPositions to delete asteroids and wreckages in docking ranges
[*]miningfield.lua and startsector.lua now delete obstacles in docking routes
[*]Client-side Player can now send inventory items via script chat message, and to different channels
[*]Function "onMouseEvent"'s parameter "pressed" is now a boolean instead of an int
- Due to technical reasons the new designation is only sent whenever a player enters the sector
UI
- Renamed caption of "Return" key to "Enter"
- Adjusted behavior of Numpad Enter to function the same as primary Enter
- Insta-Installing Upgrades from Systems Tab is now done with Shift
- Pinging upgrades in chat from Systems Tab is now possible using Ctrl
- Pinging turrets in chat from Ship Menu is now possible using Ctrl
- Pinging turrets/upgrades in chat from Equipment Dock is now possible using Ctrl
Bugfixes
- [uBR] Fixed an issue with backslashes in printed out profiling data
- [uBR] Fixed an issue where exiting build mode would sometimes not unpause the game
- [uBR] Adjusted Solar Panel and Light block durability to no longer be more cost-effective than other blocks
- [uBR] Fixed an issue where starting a new galaxy would regularly start with the drone being in a super-lit docking beam
- [uBR] Fixed a broken plural translation for Smuggler's suspicious goods
- "Too many messages" chat message restriction no longer appears in Singleplayer
- Fixed an issue with map search function and alliance info display
- Fixed a crash in server when start up fails
- Sector "name" property is now writable
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Hallo,
ich hoffe hier schaut noch jemand von Boxelware rein... Ich habe eine Frage:
Wie verhält es sich mit dem Lizenzrecht für die Musik des Spiels? Darf ich sie z. B. unter meine Youtube Videos legen, die überhaupt nichts mit Avorion zu tun haben?
Danke im Voraus!
Für Youtube Videos, die nichts mit Avorion zu tun haben ist das nicht erlaubt.
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Date: June 27th, 2019
Hey guys,
Good news! We've rolled out the beta of our Avorion Mac Version. This beta will be available for all upcoming versions and will also be available for BOTH the beta and the default branch of the game!
Please Report Bugs
Please remember that this is a fresh version of Avorion for MacOS, so there may still be some bugs or other problems around. If you encounter any issues, please report them to us:
https://avorion.net/bugtracker/report.php
We need your hardware specs and OS version, as well as a detailed description of what happened and what you expected to happen.
Have Fun Playing!
Other than that, please try out the Mac Version and if everything goes well, we'll set it live officially in the store soon!
Happy playing!
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Thanks for your help, the issue is fixed and will go live soon! :)
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Thanks! Are those 2 profiles with the window closed or open? Can you please post one with all mods enabled and in-game and a reference one from in-game?Same sector, preferrably an empty one?
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Patch 0.23.3
Date: June 24th, 2019
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.
This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Client
- Improved performance when shadows are active
- Added a profiling graph for client + server (admins only)
- Pressing F10 now prints out a JSON graph of the last few client frames, viewable in Chrome
- When inviting a player to your group, an info message pops up for the invited player
- Renamed "Leave Galaxy" button to "Main Menu"
- Added a description to scanner booster to what scanners actually do
- VSync and FPS limiting are now mutually exclusive
- Added social media links to main menu
Server
- Server doesn't start when mod loading fails
Scripting API
- Added a "layer" property for script UI elements
- Reworked code of singleinteraction.lua
- ScriptUI component just calls "showDialog" when calling "interactShowDialog" with the dialog window already open
- Avoids camera tilt on interact when already interacting
- Avoids camera tilt on interact when already interacting
Bugfixes
- Fixed an issue where ships would get built faster than intended in shipyard
- [uBR] Adventurer only hails the player if they didn't already speak
- [uBR] Fixed lots and lots of cargo loot entities being created when dumping cargo
- [uBR] Fixed an issue where traders weren't spawned when players founded stations in remote sectors
- [uBR] Fixed an issue where stations that were set to "don't buy/sell" would still trade with players
- [uBR] Fixed some issues with the Bottan smuggling mission
- [uBR] Fixed several other exploits
- [uBR] Fixed several smaller bugs/crashes in scripts
Hotfixes 2019-06-25
- Added a mod Dev-Mode check box for disabling file caching and other things
- [uBR] Fixed some performance issues when mods are enabled
- [uBR] Fixed an issue with transfer of crafts to alliance
- Improved performance when shadows are active
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Seen it, thanks!
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Hi! Thanks for reporting the issue. Will be fixed in the next update!
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Isnt patch live yet? Steam doesnt fatch this update, still on 0.23.
Patch isn't live yet! There were some issues and we couldn't set it live yet.
Edit: It's live now!
Update 0.24.1 - Boarding
in News
Posted
Boarding
We added boarding! In order to board an enemy ship, you must first damage it and then launch fighter squadrons that transport your boarders to the soon-to-be-yours ship. Boarders will then fight on the other ship until the enemy defense system and crew is beaten. Once there is no enemy crew left, the ship is yours!
When boarding a station, its production facilities are destroyed upon takeover, and have to be rebuilt in order to work again. When boarding a cargo ship, its cargo is not marked as stolen.
Cloning
Hiring tons and tons of crew can be very tiresome. In order to improve this front, we're now adding the possibility to clone crew on your ships and stations. We added cloning pods as a new block, which you can then use to clone crew on your ship. Cloning a crewman takes a fixed time, increased cloning capacity will allow you to clone more crewmen in parallel.
Academy
Since cloned crew is untrained, you will need facilities to turn your untrained crewmen into specialists. Similar to cloning pods there are now Academy Blocks, that help turn your crewmen into specialists. Similar to cloning, training a crewman takes a fixed time, and more academy blocks allow you to train more people in parallel.
UI Improvements & More
There are several more improvements coming with this patch: The Cargo Tab got some improvements like coloring and sorting, overheating bars are now rendered next to turrets, Xsotan are stronger but jump away when unprovoked, reworked energy cooling, and much more!
To get all changes, check out the patchnotes of the beta branch updates:
https://steamcommunity.com/games/445220/announcements/detail/1601510700259911187
https://steamcommunity.com/games/445220/announcements/detail/1600382809846349778