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unbekannt1984

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Everything posted by unbekannt1984

  1. Hi, MaximumBlocksPerCraft=-1 MaximumVolumePerShip=-1 MaximumVolumePerStation=-1 MaximumPlayerShips=-1 MaximumPlayerStations=-1 you don't have those in the "Game"-Section of your server.ini? It's line 25 .. 29 for me.
  2. Hi, you should rename the thread to: "Suggestions for Avorion 2" - you don't think that the Devs would get back to a whiteboard (after years of development) and change almost everything about the game, based on this feedback-thread, do you? If koonschi and his team started working on another game with the same engine, they would be able to do a lot about performance issues and balancing - for both games.
  3. Hi, nope, AI is broken... I killed it today in 0.30 - it didn't even shoot back, BTW relations stayed at neutral. I used an alliance-ship, XSTN-K 1 equiped.
  4. Hi, I modified the respawn mechanics a little. Starting line 426 in scrapyard.lua: -- we need more minerals if highTrafficSystem and modConfig.enableRegen then highTrafficTimer = highTrafficTimer + timeStep if highTrafficTimer >= modConfig.regenSpawntime * 60 then -- limiting to 50 new wrecks after OOS-break :) local maxnewwrecks = 50 if highTrafficTimer >= modConfig.regenSpawntime * 60 * maxnewwrecks then highTrafficTimer = modConfig.regenSpawntime * 60 * maxnewwrecks end Scrapyard.debug("Time is up, creating new event for high-traffic system") -- spawn new ship if station then station:addScript('data/scripts/events/scrapyardplus', 'high-traffic') end -- '-' regenSpawntime might work better for OOS repopulation of an empty Scrapyard, -- setting the timer to 0 would mean 1 wreck - that's a joke after an hour break :) highTrafficTimer = highTrafficTimer - modConfig.regenSpawntime * 60 end end Well, it's quick'n'dirty, but you see the changes :)
  5. Hi, I wrote a little (command-)script that finds all Ancient Gateways in your Galaxy. I thought this might be useful for some people here: package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/?.lua" local SectorSpecifics = include ("sectorspecifics") function execute(sender, commandName) local specs = SectorSpecifics() local player = Player(sender) local serverSeed=GameSeed() print("findag working") for y = -499, 500, 1 do for x = -499, 500, 1 do local regular, offgrid, dust = specs.determineFastContent(x, y, serverSeed) if offgrid then specs:initialize(x, y, serverSeed) specs = SectorSpecifics(x, y, serverSeed) if specs.generationTemplate and string.match(specs.generationTemplate.path, "sectors/ancientgates") then print("Ancient Gates found at %i:%i", x, y) end end end end return 0, "", "" end You can put more features into it, modify it to find sectors with other scripts,... But a little warning: checking 1000000 sectors for offgrid-sectors and then checking about 50000 sectors for ancient gateways took my computer about half an hour. If you still want to try anything, put the code above in a file in ~/.steam/SteamApps/common/Avorion/data/scripts/commands/ (who cares about Windows?), findag.lua in my case, and use the command from your chat. Results will be written to the Server-Logs.
  6. Hi, it looks like using a wormhole currently corrupts the files of the target-sector. When passing through a wormhole the game crashes to desktop, after restarting the game, the game crashes instantly again. Restarting the game after deleting the sector-files -> the game doesn't crash... Ok, details (Serverlog): The wormhole that caused the problem is 335:39 <-> 417:60 (Seed mentioned above) Anybody else experiencing such problems?
  7. How about Bug-Fixes? ;) Ok, I'll take a look at the scripts :)
  8. Hi koonschi, are you sure about those 5% profit for consumer-stations? Well, my Client-Logs looks a little strange:
  9. Hi, Windows 8.1? Well, I'd always prefer Linux - especially for a dedicated server. RAM and CPU should be ok for the game. Can you tell us a little more about the hardware? Maybe that "crash" is related to the speed of your HDD/SSD.
  10. Hi Koonschi, still no news on those ancient gates?
  11. Hi, nice patchnotes... Do you still need to shoot the AI, until relations change to "at war" before it starts attacking you? What about my last Bug-Report -> https://www.avorion.net/forum/index.php/topic,5996.0.html ( Topic: [0.26.1] Ancient Gates leading to nowhere )?
  12. Hi, you can find cost related stuff in Steam/steamapps/common/Avorion/data/scripts/lib/inventoryitemprice.lua - I'd suggest to change just prices for fighters, not turrets, if you want to reduce build-time and material-costs. For fighters from a factory, you can change bonus-points and so on in Steam/steamapps/common/Avorion/data/scripts/entity/merchants/fighterfactory.lua:
  13. Hi, I had to start a new game, found a few ancient gates and tried to map the network. The problem is: There are gates that put you in an empty sector (on the right/east border of the galaxy-map) and there are no gates leading to the left side (west) of the galaxy map. From the serverlog: South-East Gates in 441:-115 and 425:-133 put you into empty sectors.
  14. Hi, at least the trading posts should buy everything that's on the buy-tab from traders - except the prices aren't good. BTW @cepheni: Shouldn't buy&sell tabs be swapped for the the owner of a trade station? That way mods like Goodshauler could deliver items to sell and get stuff that is needed elsewhere in the sector. I'm not sure about the turretfactory, it offers its' customers to sell goods, so it shouldn't buy those (cheaper) from traders.
  15. Hi Diablo, take a look at the folder ~/.steam/SteamApps/common/Avorion/data/scripts/systems
  16. Hi koonschi, the changes to salvaging sound like a huge nerf to me: so, we were able to get up to 36% of the materials in wreckage. The old refining lasers were nerfed down to almost one third of their old efficency, instead we should use the new shiny raw-salvage lasers to get up to 40% of the materials as scrap metals - minus a little tax of 1 to 5%... That means we loose about 0.4% to 2% of those up to 40%. Let's take a look at the cargo-bay (.steam/SteamApps/common/Avorion/data/scripts/lib/goodsindex.lua): goods["Scrap Avorion"] = {name="Scrap Avorion", plural="Scrap Avorion", description="Scrap Avorion that can be refined into Avorion.", icon="data/textures/icons/rock.png", price=24, size=0.04, level=nil, importance=0, illegal=false, dangerous=false, } ... At least all those scrap-metals have got the same volume: 0.04. Have you done some math about the required storage? Well, let's say you salvage a small wormhole-guardian, round about 2.5 million Avorion just from the guardian itself, that means you will have to move about 1 million scrap-metal, with the volume of 0.04 that's a cargobay of 40.000 capacity - that's twice the capacity of my biggest freighter (so far) and that ship would need to do the salvaging - not a good idea and massive crew-costs... So, a ship with captain could do the refinement, too... But why would you take those resources to a Resource Depot, if you can do everything on your ship? I'd expect quite a few losses here. But first of all, I need those new salvaging-turrets, I need to build a few squadrons of salvaging fighters (again) that cost about 40k Avorion each and I have to wait for hours until I've got those fighters. Thanks.
  17. Hi, Torpedoes should be no issue with a few point defense chainguns... But you need more firepower against fighter-spam, so anti-fighter fighters might be useful. I'd also think about using a PD- or normal laser for such a fighter.
  18. Hi, what's going on? I just received 2 updates for Avorion (from Steam)... One time 1.2 MB and now 9.6 MB.
  19. Hi, which antivirus-software? Another thing that always causes trouble on Windows-PCs is the Firewall (yes, if you didn't install one yourself, there is a weird Firewall that ships with Windows). It's better to install something that is more user-friendly, maybe Zone-Alarm Firewall free? Make sure Avorion (and also the Avorion-Server) has got the needed permissions to communicate within your local network and to the internet.
  20. Hi, the script keeps running, when you leave the sector. The problem is: Ship movement and docking/undocking aren't simulated in weak-loaded sectors - and that causes the script to be stuck.
  21. Hi, and the first Mod with support for your new Mod is: The current 0.10.0-alpha5 of Goods Hauler. I added an example-configuration for Custom Craft Orders.
  22. Hi, I know you like my Patchnotes (collected since 0.9.3): When upgrading to this version, active Goodshaulers won't find their scripts - don't worry about a few weird errors. Custom Craft Orders (by Hammelpilaw) can be found here. haulgoods_0100_a5.zip
  23. Hi, in my tests, the distance exceeded the 3.5km range of the Transporter Software, so you won't need to reduce it further. I've got a stupid idea: Line 422 looks like this: ShipAI(ship):setFly(target, 0) The 0 in the end is the distance from the target-coordinates, so we could try to change it to: ShipAI(ship):setFly(target, range) but the target would need to be changed, line 417 could be changed to: local target = station.translationf the ship-AI should avoid collisions.
  24. Hi, thank you. Well, I was unable to run tests in that sector (becoming a friend of that pirate-faction would have taken some time), but I think I've got a working formula now... local Distance = range + station.radius - ship.radius If you put that formula into line 416 of your haulgoods.lua, your ship shouldn't try to crash into the stations, but it should be able to dock and do business then. BTW: That's the formula I'm using in 0.10.0alpha4 now... My tests with the formula above were successful: 2019-02-15 17-07-52| Goods Hauler v0.10.0-alpha4 17:07:52 (Longrange) : Trying to dock with Transporters to Chemiefabrik. Calculated Distance is 4513.9723396301 meters. 2019-02-15 17-08-32| Goods Hauler v0.10.0-alpha4 17:08:32 (Longrange) : Trying to dock with Transporters to Siliziummine. Calculated Distance is 4439.3046760559 meters. That ship has got a legendary Transporter-Software (3.5 km range).
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