nand
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Posts posted by nand
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I'm pleased to announce...
Tao is a total-conversion mod for Avorion.
Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3007442662
It's "headline features" are:
* less overwhelming loot system
* galaxy & combat overhaul
* massively better performance
* quality of life improvementsWhat to expect:
* a fun sandbox experience
* a reasonably balanced "1.0"-quality release.What not to expect:
* Any story, or tutorial. Play the original first!
* Multiplayer hasn't been tested at all.More info, report bugs, etc.:
https://github.com/golightlyb/tao -
Player [Client] has a function
function var startBuilding(Entity entity)
It would be super helpful to have a matching stopBuilding that closes the window.
This came up with modding a special player owned station that should not be able to be modified at all.
I can catch the callback when B is pressed, and detect the player state is in the build menu, but I can't force it to close, and I also can't force it to never be opened.
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When creating an asteroid field, approx 75% of the total time is spent on the following line:
Sector():createEntity(desc)
This always takes about 1.2 milliseconds (singleplayer) -- per every. single. asteroid.
I don't know where the bottleneck inside that is, but Is there any scope to optimise this?
Something like:
Sector():createEntities(unpack(multiple_descs))
If so, this could reduce loading times massively!
On a typical asteroid field sector, on my PC, Avorion spends 5 seconds calling that line over and over, so the potential savings are huge!
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Setting InteractionText() never seems to work.
Even the vanilla smuggler's hideouts are using the default interaction text, not their custom one defined e.g. by
QuoteInteractionText().text = SmugglersMarket.generateInteractionText()
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Wild guess but do you move the mouse at all after docking but before pressing F? Like even a tiny almost unnoticeable amount? Especially with a high definition mouse? I find this is often enough to rotate me out of docking range unless i physically let go of the mouse to finish docking.
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am I crazy or is wreckagecleanup.lua (added in Patch 2.2.1) never attached to any sector because it's missing from scripts/sector/init.lua ?
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In dev mode, reliably, after going to main menu and loading back into a sector while developing a mod, after doing this many times, Avorion will log something like
Quotecannot open "/path/to/foo.lua: Too many open files
cannot open "/path/to/bar.lua: Too many open files
cannot open "/path/to/foo.lua: Too many open files
cannot open "/path/to/bar.lua: Too many open files
cannot open "/path/to/foo.lua: Too many open files
cannot open "/path/to/bar.lua: Too many open files
failed to load texture from file "data/textures/icons/something.png"
failed to load texture from file "data/textures/icons/somethingelse.png"
failed to load texture from file "data/textures/icons/something.png"
failed to load texture from file "data/textures/icons/somethingelse.png"
failed to load texture from file "data/textures/icons/something.png"
failed to load texture from file "data/textures/icons/somethingelse.png"
If you try to go back to main menu, Avorion client will then crash (the server usually keeps running for a bit)
Think Avorion isn't closing the files properly when exiting to main menu and because in dev mode it isn't caching them then it runs out of file handles and crashes.
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Did this ever get patched because I'm having the same problem -- regardless if represented as a string or as a TradingGood.
I managed to get it working by attaching the script to a player on both client and server, but I couldn't get it to sync attaching a script to a sector because I could only seem to do that on the server alone.
Picture:fadeTo() - image is flipped upside down as soon as its finished fading in
in Bugs
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Picture:fadeTo() - image is flipped upside down as soon as its finished fading in