unbekannt1984
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Posts posted by unbekannt1984
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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.
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Hi,
- [uBR] Fixed some issues with attacking behavior of AI
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.
- [uBR] Fixed some issues with attacking behavior of AI
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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 :)
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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.
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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):
Avorion server Beta 0.30 r19012 e6e24eaa0998 running on Debian GNU/Linux bullseye/sid starting up in "/home/torsten/.avorion/galaxies/test"...
Server version, as listed publicly: 0.30.0.19012
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seed: PGZDlZA5Y5
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Player logged in: unbekannt1984, index: 1
SectorDatabase: Loading Sector (419:62)
SectorDatabase: Loading Sector (421:73)
scheduled save for sector (417:60), 0x7f4bdc001660, entities: 1092
saving sector (417:60)
Player unbekannt1984 moved to sector (417:60) server time taken for change: 111ms
sector (417:60) saved to "/home/torsten/.avorion/galaxies/test/sectors/417_60"
Server frame took over 1 second.
[ void Server::update(float): 1211.47 ms; 100% ]
[ void Server::updatePlayerCommunicatorAdministration(float): 937.751 ms; 77.4% ]
[ Send Regular Server Info: 218.682 ms; 18.1% ]
[ void Galaxy::update(float): 53.782 ms; 4.4% ]
[ void Galaxy::updateSectors(float): 53.608 ms; 4.4% ]
[ void Galaxy::updateWormHoleResults(): 0.006 ms; 0% ]
[ void Galaxy::updateEntityTransfers(): 0.006 ms; 0% ]
[ void Galaxy::handleFinishedScriptPacketCallbacks(): 0.005 ms; 0% ]
[ void Galaxy::updateJumpingEntities(): 0.003 ms; 0% ]
[ MessageServer update: 0.653 ms; 0.1% ]
[ virtual void SteamNetworkingServer::update(): 0.637 ms; 0.1% ]
[ void SteamNetworkingServer::sendUpdatedServerDetailsToSteam(): 0.606 ms; 0.1% ]
[ Steam Callbacks: 0.009 ms; 0% ]
[ void SteamNetworkingServer::updatePendingClosing(): 0.007 ms; 0% ]
[ void SteamNetworkingServer::processReceivedNetworkData(): 0.005 ms; 0% ]
[ void SteamNetworkingServer::updateTimeouts(): 0.001 ms; 0% ]
[ void Server::updateDebugDiagnostics(): 0.364 ms; 0% ]
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Client 76561197997107764 lost connection
Thread [Communicator Sending WorkerPool Thread 0] with id 139963119171328 exiting...
Thread [Communicator Sending WorkerPool Thread 0] with id 139963119171328 exited
Thread [Communicator Networking WorkerPool Thread 0] with id 139963110778624 exiting...
Thread [Communicator Networking WorkerPool Thread 0] with id 139963110778624 exited
<Server> Player unbekannt1984 left the galaxy
Player logged off: unbekannt1984, index: 1:
Thread [HangDetector] with id 139963513431808 exiting...
Thread [HangDetector] with id 139963513431808 exited
Server is shutting down.
The wormhole that caused the problem is 335:39 <-> 417:60 (Seed mentioned above)
Anybody else experiencing such problems?
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Okay, sorry. No more updates until next year! ;)
How about Bug-Fixes? ;)
"In order to fill the galaxy with more life, we are introducing new bosses and missions. Some of the missions are available at bulletin boards, while others will appear naturally. The bosses need to be found and use unique strategies and techniques to protect themselves. We don't want to spoil too much so go and find them yourself!"
Ok, I'll take a look at the scripts :)
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Hi koonschi,
are you sure about those 5% profit for consumer-stations? Well, my Client-Logs looks a little strange:
<> (361:81) Noble Metal Mine XXL kaufte 2 Bergbauroboter für 291.246¢.
(361:81) Noble Metal Mine XXL kaufte 2 Bergbauroboter für 291.246¢.
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<> (361:81) Noble Metal Mine XXL: Die Bevölkerung verbrauchte 2 Bergbauroboter und zahlte ¢291.244 dafür (13.868¢ Profit).
(361:81) Noble Metal Mine XXL: Die Bevölkerung verbrauchte 2 Bergbauroboter und zahlte ¢291.244 dafür (13.868¢ Profit).
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Hi,
Avorion server Beta 0.28 r18042 22ea92c7177c running on Windows 8.1 starting up in "C:\Users\Administrator\AppData\Roaming\Avorion\galaxies\Rusti"
CPU: Common KVM processor 16 Cores
RAM: 16GB
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.
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Patch 0.27.1
in News
Hi Koonschi,
still no news on those ancient gates?
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Hi,
nice patchnotes...
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Bugfixes
"Bugs marked with [uBR] are user bug reports. Thanks to everyone for reporting and keep it up!"
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- AI, Swoks and Guardian can no longer immediately spawn on game start / login
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 )?
- AI, Swoks and Guardian can no longer immediately spawn on game start / login
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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:
local maxPoints = 9 -- line 33...
function FighterFactory.addMaterialBonuses(material, sizePoints, durabilityPoints, turningSpeedPoints, velocityPoints) -- line 637...
if material.value == MaterialType.Iron then
-- iron grants extra size points
sizePoints = sizePoints + 4
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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:
Avorion server Beta 0.26.1 r17098 4e696581fc21 running on Windows 10 starting up......
Server version, as listed publicly: 0.26.1.17098
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seed: PGZDlZA5Y5
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South-East Gates in 441:-115 and 425:-133 put you into empty sectors.
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To answer my own question: I just noticed that a function similar to FindStation was added to the base game, making said mod obsolete. I'm not yet aware of other examples, but I guess that I shouldn't be surprised if there are similar cases.
OOSP is another example.
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Ok, I now understand that the 0 selling and buying is normal, but both trading posts (and turret factory) have 0 stock of everything since I first built them, I've never seen a trader going their way either. Do I have to fill them up manually with the goods they buy for them to start selling and attracting traders?
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.
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Hi Diablo,
.. is it already possible to add new systems (upgrade modules), weapons and/or usable Items?
I've got a couple of ideas to improve the game, but sadly wasn't able to find LUA files to do so.
take a look at the folder ~/.steam/SteamApps/common/Avorion/data/scripts/systems
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Hi koonschi,
the changes to salvaging sound like a huge nerf to me:
- Raw salvaging lasers have efficiencies of 5% - 40%
- Reduced efficiencies of refining salvaging lasers to 7% - 14% from 8% - 36%
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- Added a refinery option to all Resource Depots
- Refinery refines ores and scrap metals to resources 1:1
- Refinery takes a small tax of 1 to 5%, based on relations
- Refinery refines ores and scrap metals to resources 1:1
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...
- Added AI-ship commands for refining ores and metals on board
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.
- Raw salvaging lasers have efficiencies of 5% - 40%
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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.
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Hi,
what's going on? I just received 2 updates for Avorion (from Steam)... One time 1.2 MB and now 9.6 MB.
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Hi,
Server is not an official server machine but an old gaming pc reformatted to be used as a dedicate Avorion server. Nothing is running on it cept for Windows 10 Home and an antivirus(I am not efficient enough with Linux to use that on the server)
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.
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Hi,
I assume this mod only works if you're physically in the sector with the ship you've designated as a hauler?
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.
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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.
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Hi,
I know you like my Patchnotes (collected since 0.9.3):
These changes should slowly free your cargospace - or at least keep the cargobay free as good as possible:
Ships don't buy stuff that's already in the cargobay
Amount of goods to transport is determined just before buying - previous versions used the dispatcher-information (old data - very likely wrong)
alpha3: Introduced shortcuts:
If a route with amount 0 is received, it won't be excuted
If a route is received and the required amount of goods are in the cargobay "Buy"-Stages are skipped
alpha4: If a route updates to the amount 0 during the buy-stage, we ask for a new route.
Added limitation to transporterrange (35km range should be enough - or do people equip ships with 10 legendary Transporter-Software now?)
Changed docking distance calculation for ships with transporters (alpha4: twice now)
Introduced Log-Levels, haulGoodsLogThreshold (default 2):
5 and higher values should suppress all messages,
choose 4 for Errors,
choose 3 for Errors and Warnings,
choose 2 for Errors, Warnings and Notifications,
choose 1 for all the beauty of console- and log-spamming that you know from previous versions: Errors, Warnings, Notifications and the rest of the Spam.
Also changed Log-Entry format.
alpha3: Dropped date from messages - it will be added in the logs and shouldn't matter that much while playing
Ships without transporters: Properly resetting DockAI.dockStage and .undockStage, and waiting until ships are fully undocked
Fixes: Ships without transporters are sometimes going mad and fly thousands of kilometers away
Added additional stages for undocking - this reduces spamming of buy- and sell-stages
alpha3: Added additional stages to haulGoodsStatus (/goodshauler status)- Oops
fixes: Wrong status-messages in alpha2
alpha5: Added a shitload of patches from Hammelpilaw (33 lines of code imported from his version)
Changed filestructure - most files are in the mods-directory now
Made Mod compatible with Custom Craft Orders (by Hammelpilaw), includes config-files and a Readme.txt.
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.
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Hi,
So I tested the formula as follows.
local Distance = range - ship.radius
In this case, as far as I tested a little, the problems such as stopping and colliding on the way did not occur.
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.
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Hi,
The ship is small with 6 slots.
Upload the sector I tested.
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).
Limit block ??????? help
in Multiplayer
Posted
Hi,
you don't have those in the "Game"-Section of your server.ini? It's line 25 .. 29 for me.