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Dirtyredz

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Everything posted by Dirtyredz

  1. No Neutral Core This mode stops Neutral Zones from generating. (prior to that sectors discovery) It is advised to add this mod prior to players entering the core. The distance modification can be changed by changing the number 150 to any value you would like to measure from the center: if self.templates[i].path == 'sectors/neutralzone' and distanceFromCenter < 150 then INSTRUCTIONS: You have two choices: A). Download and drag and drop the data folder into the Avorion directory. This option is NOT advised for servers with multiple mods, as replacing the sectorspecifics.lua file will revert other mods changes to this file Clients are not required to have this file when playing on a server. B). Edit your current SectorSpecifics.lua file and change/add these lines of code: Use the Downloaded file or view the github source to identify the precise location inside sectorspecifics.lua you need to change. --self.generationTemplate = self.templates[i] --Commented out by Dirtyredz | David McClain --Begin Added by - Dirtyredz | David McClain local distanceFromCenter = length(vec2(x,y)) if self.templates[i].path == 'sectors/neutralzone' and distanceFromCenter < 150 then print('Sector is set to a neutralZone and inside the core, Reverting to a Colony sector....') self.generationTemplate = self.templates[1] else self.generationTemplate = self.templates[i] end --End Added by - Dirtyredz | David McClain DOWNLOAD: https://github.com/dirtyredz/NoNeutralCore/releases/download/1.0.0/NoNeutralCore.v1.0.0.zip GITHUB: https://github.com/dirtyredz/NoNeutralCore UNINSTALL: Simply remove the "Added by" lines of code and uncomment this line of code: --self.generationTemplate = self.templates[i] MY OTHER MODS
  2. Ive updated my mod to solve the conflict.
  3. Version 1.2.5 -Fixed Conflict with MineCorp mod (changed renamed config.lua). -IMPORTANT: DELETE THE OLD CONFIG.LUA otheriwse the conflict will remain. -Updated All files to compensate for the rename of CONFIG.lua, also Updated SectorSpecifics.lua. -Added CustonName support for sectors generated as Regenerative Asteroids. ie: it will now show "Regenerative Asteroids" on the map overview when hovering or a Regernative Asteroid SectorTemplate
  4. I want to thank you for bringing this to my attention, and my appreciation for your work on solving the issue.
  5. Interesting I have not heard any report of this. I have however experienced what your talking about several times. Ill look into the issue asap and see what can be done. Obviously as you have said changing the config was all what was needed. This actually won't be any issue when the next game update comes out since koon is working on namespacing the files allowing for separation. Don't worry im not going to say we should wait. Ill get the config fix asap.
  6. Just noticed a duplicate to this, Moderator plz delete.
  7. Would be a great way to show admins/ moderators/ varrious group titles. If the Title isnt explanation enough: <[Admin]Dirtyredz> This is me talking to the serve via chat <Dirtyredz[suffix]> Again another chat message. It could be as easy as using the groups inside of admins xml <group name="Moderator"> <[Moderator]Dirtyredz> Im a Moderator
  8. Pic says it all, Unable to jump with a friendly hyperspace blocker nearby. Obviously not game breaking as i can fly away from it but i thought id mention it.
  9. Here's another one where the server was at 100% https://paste.ee/p/YRpNr
  10. This was the highest one i could find: [ root: 812.981 ms; 100% ] [ virtual void Sector::update(float): 812.978 ms; 100% ] [ virtual void Sector::updateDeferred(GameScript&, float): 811.733 ms; 99.8% ] [ virtual void Scene::weakUpdateComponents(float): 1.117 ms; 0.1% ] [ Deferred components: 0.598 ms; 0.1% ] [ TurretAI: 0.445 ms; 0.1% ] [ Hangar: 0.002 ms; 0% ] [ Turret: 0.093 ms; 0% ] [ Weapons: 0.063 ms; 0% ] [ ShipAI: 0.025 ms; 0% ] [ LocalPositioner: 0.016 ms; 0% ] [ virtual void Scene::weakUpdateEntities(float): 0.079 ms; 0% ] [ virtual void Sector::updateFactions(float): 0.028 ms; 0% ] [ virtual void Scene::weakUpdateShots(): 0.001 ms; 0% ] There was about a dozen greater then 300ms. Some of these will display a specific script but in this case its not showing a script path, and yet it seems to indicate gamescript is the culprit
  11. At the time of taking this the server was sitting at 85% serverload https://paste.ee/p/nDibr
  12. Ill take a look at the profiling stats when were experiencing high server load. just to clarify , our server is not experiencing a deficiency in server resources? essentially the game has a cap performance it can reach and adding server resources to it wont help any? except for maybe adding more cores.
  13. As the title suggest the server i help manage, when it hits 100% or close to 100%. The server itself will only be around 30-40% cpu usage. -CPU: Intel® Xeon® CPU E3-1230 v6 @ 3.50GHz 8 Cores. -Server.ini: is set to 8 WorkerThreads and 4 GeneratorThreads In fact the server sits at about 10-20% cpu usage consistently. As mentioned in one of koons post:https://www.avorion.net/forum/index.php?topic=2355.0 The worker threads will only use up to the number of cores available. Any help or insight is appreciated.
  14. Dirtyredz

    [MOD] /sendmail

    A tiny mod used to send mail to online/offline players via a command. This will be use full for server owner who need to reimburse a player whos offline, and many other situations This is a SERVER side only mod. This command should only be run via console or admins, as it does not subtract resources from player issuing the command. Usage /sendmail [Name] [Credits] [sender] [Header] [iron] [Titanium] [Naonite] [Trinium] [Xanion] [Ogonite] [Avorion] [Message] Installation Just download and drop the data directory in your avorions directory. You can download the file here: https://github.com/dirtyredz/Avorion-SendMail/archive/1.0.0.zip
  15. our server currently has 30k sectors discovered, the sector files alone are around 30 gigs, I doubt any server would have the appropriate hard drive space to handle a million sectors. 1 million sectors = 2 million files. with factions files your talking rough geuss of around 100k files
  16. To clarify when using the naturalspawm option, it will only maintain asteroids for those sectors at the time of the installation. If not using that option, regardless of how many asteroids available it regen to the default setting of 50.
  17. It depends on how you have the configuration setup. There is a debug option which will output more data to the console if needed. Some of the configuration such as MaintainNaturalAsteroidLimit if true will never exceed the natural mine-ableasteroid limit. ex, if it had 0 to begin with it wont get any more. If you like that option but still want a sector to produce more mine-able asteroids use the command "/regen set 10" followed by "/regen now" That will override the Natural option and make it so there will always be 10 mine-able asteroids available. Asteroid generation is immediate, as in no delay. If your still experiencing an issue, ill ask you to turn on the debug option, run the commands i showed. Screen shot the console and your config file, and post them here for me to help you. Im glad to hear your server host is offering my mod as option. I look forward to helping you resolve your issue, and making this mod a unique and powerful mod for all to use.
  18. Ive seen my mod being used by many servers/players, unfortunately i haven't received much in feedback, or feature requests. Do you have ideas, features, issues, or maybe you just want to tell me that you use and love the mod. Let me know, and thxs for your time. I look forward to keeping this mod updated and feature packed.
  19. This has bothered me aswell. I want to zoom and change angel of the ship. Done of the shop design look really cool. Also an option to save the design into my ship designs.....
  20. Version 1.2.4 -Added clickable sector cords, to discovery message. -Fixed bug from version 1.2.3
  21. It depends on the mod, some modes require the client to have the mod (or atleast part of it). The client will fail to connect or lockup in situations where the server mod is looking for the client mod.
  22. Version 1.2.3 -Removed redundant code in Sectors files causing a cyclic dependency.
  23. Another Version to release for a fix. Version 1.2.2 -Fixxed race condition in script Initialize(). (Error: could not execute function 'initialize' in '""')
  24. Thank you for the report. The script will still run as expected. Ill get a release out asap to fix this.
  25. You are able to pass variables from one script to the next IF the first script is adding the second script, for example: --MyFirstScript.lua local VariableToPass = 1 Player()addScript(MySecondScript.lua,VariableToPass) --MySecondScript.lua function Initialize(...) local args = {...} print(args[1]) --1 end just FYI, This only works when one script is attaching another.
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