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nand

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Posts posted by nand

  1. 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 improvements

    What 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

  2. 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.

  3. 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!

  4. 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

    Quote

    InteractionText().text = SmugglersMarket.generateInteractionText()

     

  5. 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

    Quote

     

    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

    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.

  6. 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.

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