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darkconsole

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Everything posted by darkconsole

  1. right now it sorts by "stars" and "trash" if you star things in your normal inventory, they should show up in the top left of the turret editor list. if you trash icon things in your normal inventory, they should show up in the lower right of the turrent editor list. unforunately the turret editor is not able to display the stars/trash, probably for the same reason the sorting ui doesn't work. but it does sort them in this manner.
  2. the widget that included rarity and material sorting, like on the inventory window, did not work last time i tried.
  3. i just upgraded the damage on this one and its still registering damage to targets. i don't think it is this.
  4. doesn't sound like my problem, at least not directly. if the turret is still showing damage values not 0 then they had to have done something inside.
  5. working for me on 0.16.6. just upgraded the tracking speed on a point defense laser. you should not even need to reinstall it because it overwrites no stock files - only if you do clean installs each time.
  6. in admin.xml it looks like you could do something like add tmod to the <defaultAuthorizationGroup> which probably requires a server restart.
  7. i asked on the discord if anyone knows if there is a whitelist. when i make them droppable system chips that will probably solve that problem.
  8. i do not know. it does need to be installed on the server, it wont work if its not on both sides.
  9. Changelogue v1.1.1 - 2018-03-13 * Fix Accumulating Energy (Transformers) buffing the wrong direction.
  10. was thinking about this tonight. maybe 5 turrets of the same type you want to copy, all of equal or greater tech value. and some arbitrary amount of credits. and some arbitrary amount of the mineral the source is made of. i feel that balances cost v reward.
  11. actually, want to make it an upgrade chip that drops from scrapping. until the day we can add custom blocks and you can build an actual weapons bay. which will probably be never. but i wanted it where the more weapons bay you have the better you can improve things. would give you a reason to build your own research station. with the chips we can at least emulate that with the rarity.
  12. you are right, i forgot to invert the buff value for Accum Energy, like i did for Base Energy. ill fix it this weekend.
  13. v1.1.0 - 2018-03-09 * The Config.lua thing is now technically optional. * Values missing from Config.lua are pulled from ConfigDefault.lua * Clients now fetch config values from server side so admins can set the settings. * Tweaked colour settings to try and produce slightly nicer beams. * Made the colour tweaks settings that can be tweaked in the config file. * Lot of little optimizations. * Fix where it wouldn't work for alliance ships.
  14. hopefully mexld can confirm, and then ill update the main post.
  15. i made an alliance, and an alliance ship, just now, and it worked, so fingers crossed. (same link from two posts ago to get it on this new page) https://github.com/darkconsole/avorion-turret-editor/archive/22f2b429ca85b08c263771f471102ef59ca345c8.zip overwrite all files, rerun /tmod
  16. @Mexld @fraszoid were these by chance alliance ships? also please try the version/instructions on the previous post.
  17. here is another version, i asserted the player id into all the serverside functions. worked [still] on my game. https://github.com/darkconsole/avorion-turret-editor/archive/22f2b429ca85b08c263771f471102ef59ca345c8.zip overwrite all files, rerun /tmod before using.
  18. this is the version i am personally using on my current game, it contains some config tweaks to better allow servers to be authoritative mainly. i just pushed it to github this morning. https://github.com/darkconsole/avorion-turret-editor/archive/bfff6676e1404df65b38fce7a5f343f97745f1b3.zip overwrite all files, rerun the /tmod command before use. if you continue to have the same problem, the lua console should be reporting line 59 and 20 now as the problem lines. there is a chance it will not fix it, because we're totally having one of those "works for me" deals right now. the only idea i have is for some reason context has not been preserved and i may need to send the player index along.
  19. i disagree, paying gunners to not aim the guns is the immersion breaker. [but it is possible after the next main update because i did work to make sure the server forces config values into the client]
  20. same question, multiplayer or single player?
  21. is this a multiplayer server or a local game? when you went back to the v1.0.0, please make sure you exit/enter the ship and retype /tmod to update the script on the ship just to make sure. i would suggest removing the DccTurretEditor folder, loading, saving, quitting, installing v1.0.0 fresh, and /tmod again just to make sure. sorry this normally would not be a big deal but your very first original error i had already identified as a bug in the master branch so now you have to work backwards to the proper release.
  22. did you download the v1.0.0, or did you get the master from github? did you follow the config.lua instructions? master is not always working that is the live development. hit the ' key to bring down the console to show lua errors and screenshot that
  23. if this is true then i am glad, the gunners are being paid to do one job, gun a gun, the fact that i have to have a reduction in damage for this is stupid. it is bad enough i have to pay a bunch of morons EVERY TWO HOURS with the title "gunner" and then they don't even do that one job. no the vanilla game gunners only know how to point where you point, and don't understand the concept of "fire at will" come on give me a break koon! however, i do not believe it, because the tooltips still say it and that should be handled by the game code, because you can still manually target guns and get the damage back before this mod. the reduction in my experience was only while autofire was engaged. manual targeting the same turret always presented full damage. if i am wrong and it doesn't really work like that and my tests have just been placebo, then koon can fix it in the game code where it should be fixed if they wanna keep punishing us for making gunners do their job heheh this gunner thing is the entire reason i even started this mod. then i was like "well, while we are here, what else can i screw with"
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