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unbekannt1984

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Everything posted by unbekannt1984

  1. Hi, hmm, how big are the ships and stations? Since the ship was able to "dock" at the other stations, I'd guess Moyouwua is big (compared to the other stations). In alpha2 I calculated the possible distance in line 416: local Distance = (range - ((ship.radius + station.radius)/2)) I don't see how to further reduce that... (And if it's radius even that formula is wrong, the radius-values shouldn't be divided by 2) If you could find the sector-file, compress it to a zip and upload it here, so I could take a look myself, it would be a great help. Well, first I need to finish it, then I'll need to run tests for hours... And after that I'll think about releasing it. I didn't release alpha3, the reason is: It didn't change a lot for the players. I introduced shortcuts - if a ship receives a route and has got the needed goods in the cargobay, it can skip flying to the selling station. The result was: torsten@debian:~/.avorion/galaxies/avorion_galaxy$ cat serverlog\ 2019-02-14\ 17-00-59.txt | grep directly 2019-02-14 17-21-37| Goods Hauler v0.10.0-alpha3 17:21:37 (Frachter 1) : Amount is in the cargobay, directly moving to buyer. 2019-02-14 18-05-37| Goods Hauler v0.10.0-alpha3 18:05:37 (Frachter 3) : Amount is in the cargobay, directly moving to buyer. 2019-02-14 18-57-37| Goods Hauler v0.10.0-alpha3 18:57:37 (Allianz-Frachter 1) : Amount is in the cargobay, directly moving to buyer. 2019-02-14 20-26-45| Goods Hauler v0.10.0-alpha3 20:26:45 (Frachter 3) : Amount is in the cargobay, directly moving to buyer. 2019-02-14 20-51-20| Goods Hauler v0.10.0-alpha3 20:51:20 (Allianz-Frachter 2) : Amount is in the cargobay, directly moving to buyer. 2019-02-14 21-10-09| Goods Hauler v0.10.0-alpha3 21:10:09 (Frachter 1) : Amount is in the cargobay, directly moving to buyer. torsten@debian:~/.avorion/galaxies/avorion_galaxy$ The shortcut was used 6 times during 4 hours of testing in a sector with 20 stations and 5 Goods Hauler controlled freighters - as I said before, it didn't change a lot for the players. There was also another shortcut: If a route is received and the updated amount of goods is 0, then the route is reset. That didn't happen at all during the test.
  2. Hi, you do know that the current stable branch is version 0.20.4? Tell the server-admin to upgrade and upgrade your own game, too.
  3. Hi, I didn't touch the dispatcher so far, I just updated the data (amount) before buying anything. Well, the Error you found is a bug in one of the only Error-Messages at the moment. In line 425 the variable station needs to be replaced with station.name. If you changed that, you would get the following output: The Transporter-Software is limiting the range, in your case the Freighter would need to park somewhere inside the station - and I dislike crashing your ships into stations. During my tests with transporters, I saw that 500m range are not sufficient, even on smaller stations. However, the transporter-code in 0.9.3 is even worse, it needs about twice the range to work (compared to 0.10.0alpha2). I'm currently working on 0.10.0alpha4, so I can't release a fixed alpha2 version at the moment.
  4. Hi, Shrooblord had to wait more then a year for a reply now... "Buys more then fits into the cargobay" The dispatcher decided in 0.9.x versions of Goods Hauler how much to buy. That data is simply old at some point. "Push more goods to the receiving Station than that Station has space for." Goods Hauler always tries to sell as much as possible. That's not a bug, it was the only way for the 0.9.x versions to try to keep the cargobay free. Well, I'm not going to change that. "Whenever they decide they want to do either, they don't let up and continue to try and perform this behaviour somewhere between 5 and 10 times in a row, ..." That's actually a bug, the 0.9.x versions were missing 2 "undocking" stages - one after buying and one after selling stuff - , so the updateServer-function ran the same code again and again. "...your Goods Haulers aren't doing anything, because they load up their Cargo Bays with goods they can now no longer push, because the receiving Station doesn't accept more goods of that type anymore." Well, 0.10.0-alpha1 took a look at the cargobay before buying anything, so it should maximize free cargospace over time. Problem is: It still relied on old (inaccurate) data. 0.10.0-alpha2 now updates the amount of goods in the cargobays of your ship, selling station and buying station and decides then how much to transport. So, now I'm talking about 0.10.0 again... alpha2 is still missing features I'd like in the final 0.10.0, but in hours of testing I didn't come across a single bug, it works much better then the old 0.9.x versions. What has changed? - Spoiler :) EDIT: Removed old 0.10.0-alpha2 version of the Mod.
  5. Hi, I think there won't be a fix. Shrooblord put this Mod into the Deprected-Section of Topic: [Mod Info] Which Mods Are Supported This Patch?.
  6. Hi Shrooblord, Goods Hauler v0.9.3 https://www.avorion.net/forum/index.php/topic,2896.msg29518.html#msg29518 works with Avorion 0.20.2 (that version was the first with full transporter-implemementation, I don't know about earlier 0.20 revisions) and later,
  7. Hi, the tickrate of weak loaded sectors is reduced, this means that the miners in other sectors may produce less materials (Well, they should work slowly) for you. It might work better, if you put all miners in one sector, get all materials from there and move on. It is simply less data (3 sectors vs. 1) to keep around. And if you are traveling around or have ships in other sectors, too, nobody can tell you exactly which sectors are kept alive (or weak loaded).
  8. Hi, maybe you should have a look at this Mod: https://www.avorion.net/forum/index.php/topic,5397.0.html. It allows you to choose which sectors are kept alive (and that way your miners shouldn't stop working).
  9. Hi, well, I think you can't restrict areas and materials directly. But you could use the server-settings to restrict all players in ship-volume. That way they would need to run, if they are moving too far into the center. There is one more possibility: You could make your own MOD, that calculates the distance to the center and makes your players pay, if they move too far into the center. An ingame mail-notification would be possible, too.
  10. Hi, I've been thinking about further improvements of Goods Hauler. What would you think about some kind of priority queue instead of the current list of traderoutes? Well, since that requires some kind of sorting, it would need a little more CPU-time, compared to the current system. Have you got other ideas for the Mod?
  11. Hi koonschi, no, I used exactly the code I posted. I just called DockAI.flyToDock in the end (so it uses that old function, if there is no transporter on the ship).
  12. Hi koonschi, just like every ai-faction freighter, Goods Hauler is using DockAI.flyToDock. If you put the code I posted in Line 25 of Avorion/data/scripts/entity/ai/dock.lua, transporters and normal docking should work if any Entity is using DockAI.flyToDock. "It's not waterproof" means, that a ship with transporter got stuck, if it was using DockAI.flyToDock.
  13. Hi, Avorion/data/scripts/entity/ai/dock.lua function flyToDock is not waterproof. Well, there were issues in the Goods Hauler Mod, that could have been prevented by adding something as stupid as the following in the code: -- New in Avorion 0.20.x: Transporters -- A Transporter with software makes real docking impossible - No fallback here if (ship.transporterRange or 0) > 0 then -- We're doomed; How close do we need to get? local range = ship.transporterRange -- range should be 350 => 3.5km for highest quality transporter-software, 50 => 0.5km for lowest local dir = normalize(ship.translationf - station.translationf) local Distance = (range - (ship.radius + station.radius)) local target = station.translationf + (dir * Distance) if (Distance >= 0) then -- just make sure we don't crash into the station, before we move there ShipAI(ship):setFly(target, 0) else -- Well, don't try to park inside the station return false end if station:isDocked(ship) then -- We've reached our destination, shutdown the engines and get back to business ShipAI(ship):setPassive() return true end else -- Continue old style docking
  14. Hi, Beam me up, Scotty... Patch-Notes: - Bumped Version to v0.9.3 - simplified/cleaned code - Added Feature: Docking using Transporters (code feels a little quick'n'dirty) - fixes "ships with Transporters are unable to do any business" Requires Avorion 0.20.2 or later LLAP haulgoods_093.zip
  15. Hi, ~/.steam/SteamApps/common/Avorion/data/scripts/entity/merchants/fighterfactory.lua and fightermerchant.lua are the files of the fighterfactory and the fightermechant. Prices are calculated in ~/.steam/SteamApps/common/Avorion/data/scripts/lib/inventoryitemprice.lua lines 61 .. 87: function FighterPrice(fighter) There are also the files ~/.steam/SteamApps/common/Avorion/data/scripts/lib/sellableinventoryitem.lua and sellablefighter.lua.
  16. Hi Hammelpilaw, any updates on the experimental version of the mod? Did you upgrade to 0.20.x by now?
  17. Hi, which files did you copy to the server? Sounds like the player-database was missing/corrupted... The logfiles of the server would be a great help. How did you transfer the files to the server? Using FTP? Did you use compression (zip-archive or anything like that)? Did you take a look at the servers character-encoding/charset and the character-encoding/charset of your savegame? FTP has modes for binary-transfer and text-transfer - in text-mode FTP tries to keep the files readable, but that's bad for binary files...
  18. Hi Laser, found the source, but it seems to be 500+1 (singleplayer) or 5+1 (multiplayer), or whatever the serveradmin felt happy with: from the 0.12.7 (Alliance-Update) Patchnotes...
  19. It does work. What did you expect it to do and what happened? I just tried it. When you are in an alliance-ship and use those like/dislike buttons of the debug-menu, nothing happens.
  20. Hi koonschi, nice to see the Xsotan/Pirate-Attacks fixed. Sounds like more ships are useful now :) BTW: Do independent-targeting turrets check for free line of sight now, too? I just don't want those big seeker-rockets to destroy allied ships again...
  21. Hi, I've got 2 big Seeker-Missile Launchers with Independent Targeting and 30km range and 2 PDCs (10km range) on a ship. But I can't enable those in populated areas, those weapons simply hit non-enemies way too frequently. In non-populated areas (or in the middle of a pirate-sector) those weapons are useful.
  22. Hi, Goods Hauler is still working in the current beta-branch versions 0.20.x. At least, if some updates didn't break stuff, my Goods Hauler still says local VERSION = "v0.9.2" in entity/ai/haulgoods.lua
  23. Hi Qui_Sum, maybe a little suggestion... How about splitting that Bonus into 2 parts, one part for the player and one for the ship-faction (in my case the alliance)? It wouldn't change anything, if you pilot your own ship. But if you are using an alliance-ship, you could improve the relations for both (alliance and player) at the same time. EDIT: I think I found more of those bugs... In Avorion/data/scripts/lib/entitydbg.lua, lines 2560 to 2579: function onLikePressed() if onClient() then invokeServerFunction("onLikePressed") return end local faction, ship, player = getInteractingFaction(callingPlayer) Galaxy():changeFactionRelations(faction, Faction(), 5000) end function onDislikePressed() if onClient() then invokeServerFunction("onDislikePressed") return end local faction, ship, player = getInteractingFaction(callingPlayer) Galaxy():changeFactionRelations(faction, Faction(), -5000) end doesn't work for alliance-ships either. I think there are more of these bugs around...
  24. Hi, I tried to improve my alliances' relations to an ai-faction by doing some missions and defeating pirate-attacks. Well, at least for pirate-attacks it seems that an alliance doesn't get that bonus at the end of the event... I think, I found the cause for this in Avorion/data/scripts/events/pirateattack.lua line 199: Galaxy():changeFactionRelations(player, faction, reputation) Shouldn't that be something like in other scripts: local shipFaction, ship = getInteractingFactionByShip(shipIndex, callingPlayer) ... Galaxy():changeFactionRelations(shipFaction, stationFaction, relationsChange)
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